实现异步模式下的游戏化词汇学习

Budi Waluyo, Hoang Minh Tran
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引用次数: 0

摘要

游戏化在线测验因其在增强学生学习动机、创造引人入胜的课程和改善学习成果方面的潜力而受到欢迎。然而,它在支持学生词汇学习方面的应用和有效性仅在同步学习环境下进行了探索。因此,本研究通过考察异步模式下游戏化词汇学习的实施情况,并分析游戏化词汇学习对学生课堂学习成果的影响,进一步扩展了这一探索。这项研究进行了10周,涉及300名泰国一所大学的二年级学生。该工具和测量包括500个英语学术词汇,在Quizizz.com上分为10个词汇集,以及10个课堂词汇测试。本研究发现,学生在异步模式下的词汇学习练习与课堂词汇成绩呈正相关,并能显著预测课堂词汇成绩。女生表现优于男生;尽管如此,各专业之间的差异并不显著。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
IMPLEMENTING GAMIFIED VOCABULARY LEARNING IN ASYNCHRONOUS MODE
Gamified online quizzes have gained popularity for their potential in enhancing student learning motivations, creating engaging lessons, and improving learning outcomes. Yet, its application and effectiveness in support of student vocabulary learning have only been explored in synchronous learning setting. This study, hence, extended the exploration by examining the implementation of gamified vocabulary learning in an asynchronous mode and analyzing the impacts on students’ learning outcomes in class. The study was carried out for 10 weeks, involving 300 2nd year students at a Thai university. The instrument and measure comprised 500 English academic words made into 10 vocabulary sets on Quizizz.com, and 10 in-class vocabulary tests. The findings of the study revealed that students’ vocabulary learning practice in asynchronous mode had positive correlations with and could significantly predict their in-class vocabulary results. Female students outperformed male students; nonetheless, there was no significant difference across academic majors.
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