Teaching English with Technology, Volume 24, Issue 2, Pages 22-46 , 01/01/2024
EFFECTS of GAMIFIED GRAMMAR and VOCABULARY LEARNING in an ENGLISH COURSE on EFL STUDENTS in THAILAND
Abstract
The present study investigated the effects of gamified grammar and vocabulary learning using Kahoot!, Quizizz, and Quizlet on learning performance, motivation, enjoyment, anxiety, and classroom dynamics and engagement in an English course. The investigation also involved the effects of gamified learning on gender, proficiency, and learning outcomes. Gamified learning was implemented for eight weeks, consisting of Cycle 1 (grammar) and Cycle 2 (vocabulary). Data were collected using survey questionnaires, grammar and vocabulary tests, and English proficiency tests. The results indicated high positive effects on the five survey constructs and significant increases were noted for learning motivation and classroom dynamics and engagement while reducing learning anxiety. The effects remained constant for female and male students, yet highlevel students would likely enjoy and be engaged more in gamified learning than low-level students. Despite these highly perceived effects, they were not significant predictors of students’ grammar learning outcomes. Only the degrees of students’ learning enjoyment and anxiety can help estimate students’ achievement in vocabulary learning.
Document Type
Article
Source Type
Journal
Keywords
gamificationgrammar learninglearning outcomesvocabulary learning
ASJC Subject Area
Arts and Humanities : Language and LinguisticsSocial Sciences : Linguistics and LanguageSocial Sciences : Education