Please use this identifier to cite or link to this item: https://repositorio.upse.edu.ec/handle/46000/12938
Title: University students' perceptions about gamification in vocabulary learning
metadata.dc.contributor.advisor: Vergara Mendoza, Ketty Zoraida
Authors: Mora Meza, Morely Marian
Tomalá Morales, Karina Paola
Keywords: GAMIFICATION;VOCABULARY LEARNING;DIGITAL TOOLS;MOTIVATION
Issue Date: 15-Feb-2025
Publisher: La Libertad: Universidad Estatal Península de Santa Elena, 2025.
Citation: Mora Meza, Morely Marian; Tomalá Morales, Karina Paola (2025). University students' perceptions about gamification in vocabulary learning. La Libertad. UPSE, Matriz. Facultad de Ciencias de la Educación e Idiomas. 70p.
Abstract: This study investigated university students' perceptions of gamification tools in vocabulary learning within English language education. Focusing on digital tools like Wordwall, Quizizz, Kahoot, and Educaplay, it highlighted how gamification enhanced engagement, motivation, and vocabulary retention. Through qualitative research, including interviews with students from the Pedagogy in Foreign and National Languages primary at Universidad Estatal Peninsula de Santa Elena, the study revealed positive views on gamification's role in making learning interactive and enjoyable. Even with problems like distractions, internet issues, and noise during group work, the benefits outweighed the drawbacks. To make it work well, classroom rules were set to reduce noise, specific roles were assigned during group work to aid communication, and a reliable internet connection was ensured for online activities. The research concluded that gamification was a valuable strategy for vocabulary acquisition in English language learning.
URI: https://repositorio.upse.edu.ec/handle/46000/12938
Appears in Collections:Tesis Pedagogía de los Idiomas Nacionales y Extranjeros

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