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University students' perceptions about gamification in vocabulary learning

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dc.contributor.advisor Vergara Mendoza, Ketty Zoraida
dc.contributor.author Mora Meza, Morely Marian
dc.contributor.author Tomalá Morales, Karina Paola
dc.date.accessioned 2025-02-15T20:13:21Z
dc.date.available 2025-02-15T20:13:21Z
dc.date.issued 2025-02-15
dc.identifier.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. es
dc.identifier.other UPSE-TPI-2025-0012
dc.identifier.uri https://repositorio.upse.edu.ec/handle/46000/12938
dc.description.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. es
dc.language.iso eng es
dc.publisher La Libertad: Universidad Estatal Península de Santa Elena, 2025. es
dc.rights openAccess es
dc.rights Atribución-NoComercial-SinDerivadas 3.0 Ecuador *
dc.rights.uri http://creativecommons.org/licenses/by-nc-nd/3.0/ec/ *
dc.subject GAMIFICATION es
dc.subject VOCABULARY LEARNING es
dc.subject DIGITAL TOOLS es
dc.subject MOTIVATION es
dc.title University students' perceptions about gamification in vocabulary learning es
dc.type bachelorThesis es
dc.pages 70 p. es


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