{"title":"EAP中的数字游戏化:通过Quizlet促进大学生学术词汇学习","authors":"Shuyan He, Jing Wen, Fan Yang","doi":"10.1109/ICIET56899.2023.10111106","DOIUrl":null,"url":null,"abstract":"The current study explored the impact of digital games on a group of year one engineering students’ academic vocabulary learning in a Chinese university. Participants were randomly assigned into control group (N=21) and experiment group (N=20). Both groups used the Quizlet Flashcard and Gravity games to study and review vocabulary but the latter had eight competitions using Quizlet Live platform every two weeks. A mixed method of pre/posttest, quantitative and qualitative design was adopted. Data from the participants’ pre/posttests, questionnaire, reflection reports and writing practice were analyzed. The findings show that: (1) digital educational games effectively improved students’ vocabulary learning effect (both receptive and productive knowledge) in both groups; (2) students in the experiment group showed a more obvious progress in terms of productive vocabulary acquisition and an increased awareness toward the accurate use of vocabulary in writing; (3) the vast majority of participants favored Quizlet and would use it themselves and recommend it to others. Findings of this research could shed light on other digital-game based vocabulary learning and research.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Digital Gamification in EAP: Enhancing University Students’ Academic Vocabulary Learning via Quizlet\",\"authors\":\"Shuyan He, Jing Wen, Fan Yang\",\"doi\":\"10.1109/ICIET56899.2023.10111106\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The current study explored the impact of digital games on a group of year one engineering students’ academic vocabulary learning in a Chinese university. Participants were randomly assigned into control group (N=21) and experiment group (N=20). Both groups used the Quizlet Flashcard and Gravity games to study and review vocabulary but the latter had eight competitions using Quizlet Live platform every two weeks. A mixed method of pre/posttest, quantitative and qualitative design was adopted. Data from the participants’ pre/posttests, questionnaire, reflection reports and writing practice were analyzed. The findings show that: (1) digital educational games effectively improved students’ vocabulary learning effect (both receptive and productive knowledge) in both groups; (2) students in the experiment group showed a more obvious progress in terms of productive vocabulary acquisition and an increased awareness toward the accurate use of vocabulary in writing; (3) the vast majority of participants favored Quizlet and would use it themselves and recommend it to others. Findings of this research could shed light on other digital-game based vocabulary learning and research.\",\"PeriodicalId\":332586,\"journal\":{\"name\":\"2023 11th International Conference on Information and Education Technology (ICIET)\",\"volume\":\"10 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-03-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2023 11th International Conference on Information and Education Technology (ICIET)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICIET56899.2023.10111106\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2023 11th International Conference on Information and Education Technology (ICIET)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICIET56899.2023.10111106","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Digital Gamification in EAP: Enhancing University Students’ Academic Vocabulary Learning via Quizlet
The current study explored the impact of digital games on a group of year one engineering students’ academic vocabulary learning in a Chinese university. Participants were randomly assigned into control group (N=21) and experiment group (N=20). Both groups used the Quizlet Flashcard and Gravity games to study and review vocabulary but the latter had eight competitions using Quizlet Live platform every two weeks. A mixed method of pre/posttest, quantitative and qualitative design was adopted. Data from the participants’ pre/posttests, questionnaire, reflection reports and writing practice were analyzed. The findings show that: (1) digital educational games effectively improved students’ vocabulary learning effect (both receptive and productive knowledge) in both groups; (2) students in the experiment group showed a more obvious progress in terms of productive vocabulary acquisition and an increased awareness toward the accurate use of vocabulary in writing; (3) the vast majority of participants favored Quizlet and would use it themselves and recommend it to others. Findings of this research could shed light on other digital-game based vocabulary learning and research.