Affiliation:
1. Beijing Language and Culture University, Haidian District, China
Abstract
The past several years have been witnessing the fast development of information and communication technology, with which an increasing number of serious games are being designed and developed. Randomly selected participants were divided into the treatment and control cohorts. Two experiments, as well as a semi-structured interview, were administered to both cohorts. It was concluded that: (1) Learning outcomes in gamified English vocabulary learning are significantly better than in non-gamified English vocabulary learning; (2) The motivation in gamified English vocabulary learning is significantly stronger than in non-gamified English vocabulary learning; (3) The satisfaction in gamified English vocabulary learning is significantly higher than in non-gamified English vocabulary learning. Future research could include various serious games with interdisciplinary cooperation to testify the effect of gamification on English vocabulary learning.
Subject
General Social Sciences,General Arts and Humanities
Cited by
5 articles.
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