Improving English Vocabulary Through Quizizz in Practice Tests for Gamification and Google Forms with AutoProctor in Assessment tests for the Preclusion of Malpractice
Venkata Ramana Manipatruni, Nannapaneni Siva Kumar, M. R. Karim, S. Banu
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引用次数: 0
Abstract
Research on Vocabulary is prominent, and it helps learners find many diverse ways to learn vocabulary to a greater extent. However, the research on vocabulary in recent years gradually diminishes as students age and get to higher education [1]. Many researchers recommend the effective use of digital tools to motivate students to participate actively in learning [9], and digital gamification makes quite an impact by creating student interest in word learning [1] [12]. At this juncture, our research serves the need for improving the vocabulary of Engineering students through digital gamification using 'Quizizz' in their Practice tests and Google Forms with 'AutoProctor' to preclude their malpractice during their assessment test-taking. This study was carried out based on quantitative research by collecting and analyzing numerical data of a couple of research groups, the control group (n1=45) and experimental group (n2=69), and also through a closed-ended questionnaire using a Likert Scale. The findings demonstrate how this research culminated in the results that brought a subtle difference in the two groups; the control and experimental groups that pursued the traditional and blended methods. The Pooled Standard Deviation (Spooled) (Weighted average of Standard Deviations from both the groups) statistically demonstrated that it had deviated from the control group's Standard Deviation (s1) by 0.286 and from the experimental group's Standard Deviation (s2) by 0.2. This weighted average vindicated the study that the experimental group could perform better than the control group in the post-test.
对词汇的研究是突出的,它在更大程度上帮助学习者找到许多不同的方法来学习词汇。然而,近年来,随着学生年龄的增长和接受高等教育,对词汇的研究逐渐减少[1]。许多研究者建议有效使用数字工具来激励学生积极参与学习[9],数字游戏化通过培养学生对单词学习的兴趣产生了相当大的影响[1][12]。在这个关键时刻,我们的研究服务于通过在实践测试中使用“Quizizz”和“AutoProctor”的谷歌表格的数字游戏化来提高工程专业学生的词汇量,以防止他们在评估考试中出现不当行为。本研究在定量研究的基础上,通过收集和分析两个研究组,对照组(n1=45)和实验组(n2=69)的数值数据,并采用李克特量表进行封闭式问卷调查。研究结果表明,这项研究的最终结果在两组人中产生了微妙的差异;对照组和实验组采用传统方法和混合方法。合并标准差(Pooled Standard Deviation, Spooled)(两组标准差的加权平均值)统计表明,与对照组标准差(s1)的偏差为0.286,与实验组标准差(s2)的偏差为0.2。这一加权平均值证实了实验组在后测中的表现优于对照组的研究。