Lived experiences among high school students in playing 4 pics 1-word mobile game

Cristie Ann Jaca, Bernardo M. Tumulak III, Verner B. Boaquin
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引用次数: 0

Abstract

This qualitative study unraveled the lived experiences among Grade-10 students of Tuyan National High School in playing the mobile word game 4 Pics 1 Word. The study made use of the descriptive phenomenological research method that looked into their experiences playing the word game. The data were gathered through one-on-one interviews using researcher-made questionnaires and analyzed using the Braun and Clarke six-phase framework for doing thematic analysis employing 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 reflect that the 4 Pics 1 Word mobile application is conducive and lucrative for students in learning vocabulary. Moreover, the study found that the students’ experiences in playing 4 Pics 1 Word helped them develop an interest in learning new words and increased their self-confidence in expressing themselves and their ideas. Keywords: Gamification, mobile games, vocabulary learning, words.
高中生玩4图1字手游的亲身体验
本定性研究揭示了土岩国家中学10年级学生玩手机拼字游戏4图1词的生活体验。本研究采用描述现象学的研究方法,考察了他们玩文字游戏的经验。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的六阶段框架进行分析,使用语义和潜在方法进行主题分析。根据研究结果,从学生的反馈中出现的主题是:挑战,参与,增强批判性思维技能,增加词汇技能,这反映了4图1词移动应用程序对学生学习词汇是有益的和有益的。此外,研究还发现,学生们在玩4张图1个单词的过程中,培养了学习新单词的兴趣,增强了他们表达自己和想法的自信。关键词:游戏化;手机游戏;词汇学习;
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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