Lived Experiences Among Grade 10 Students in Playing 4 Pics 1 Word for Vocabulary Learning

C. A. Jaca, Bernardo M. Tumulak III, Verner V. Boaquin
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Abstract

This qualitative study unraveled the lived experiences among Grade-10 (Wisdom) Students of Tuyan National High School in playing the mobile word game 4 Pics 1 Word. The data were gathered through one-on-one interviews using researcher-made questionnaires and analyzed using the Braun and Clarke (2006) six-phase framework for doing thematic analysis, particularly semantic and latent approaches. Based on the findings of the study, the themes that emerged from the students' responses were: challenged, engaged, enhanced critical thinking skills, and increased vocabulary skills which show that students have varied learning experiences. Moreover, the study found that the students’ experiences in playing the word game helped them develop an interest in learning new words, increase their self-confidence in expressing themselves, improved analyzation skills, and improved reading comprehension skills. This implies that their gamified learning experience helped them improve their vocabulary skills and attitudes toward learning vocabulary. Further, this study concludes that gamified learning, surrogated with image presentations, is lucrative to students' experiences in learning vocabulary thus gamified teaching of vocabulary should be imposed.
十年级学生“四图一词”词汇学习的生活体验
本定性研究揭示了土岩国家中学10年级(智慧)学生玩手机拼字游戏4图1词的生活体验。数据是通过一对一访谈收集的,使用研究者制作的问卷,并使用Braun和Clarke(2006)的六阶段框架进行主题分析,特别是语义和潜在方法。根据研究结果,从学生的反应中出现的主题是:挑战,参与,增强批判性思维技能,增加词汇技能,这表明学生有不同的学习经历。此外,研究发现,学生在玩文字游戏的过程中,培养了学习新单词的兴趣,增强了表达自我的自信,提高了分析能力,提高了阅读理解能力。这意味着他们的游戏化学习经历帮助他们提高了词汇技能和学习词汇的态度。此外,本研究还得出结论,游戏化学习代替图像呈现有利于学生的词汇学习体验,因此应该实施词汇游戏化教学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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