Effects of Gamified Learning Activities on Students' Vocabulary Retention
Abstract & Details
Research Area
Professional Teacher
Keywords
Gamified Learning Activities
Junior High School
vocabulary
vocabulary retention
Abstract
To find out how gamified learning tasks affected students' ability to remember words, this study used a quasi-experimental design. Respondents were 45 Magaud National High School students in the 2022-2023 school year.
Gamified Learning Activities (GLA) are updates to different word games that are based on ideas of second language learning, cooperative learning, and collaborative learning. It looks into how gamified learning tasks affect students' ability to remember words. Aims to improve learning and long-term memory of new words by adding game features to educational settings. By integrating these exercises into your teaching repertoire, you may convert vocabulary acquisition from a monotonous exercise to a thrilling expedition for your pupils. Utilizing gamified learning exercises provides a stimulating alternative, converting the process of vocabulary acquisition into a thrilling and captivating endeavor. The study looks into different aspects of gamification, including what motivates people to play, how engaging games are, and how well different types of games help people learn new words. To find out if gamified learning tasks help junior high school students remember English words better, this experiment is using a T-test. The results of the language pre-test showed that the level of performance was suitable. The post-test, on the other hand, showed that the student had improved greatly. Therefore, the results showed that the vocabulary training worked. Differences in mean scores between the pre-test and post-test strongly suggest that the students learned what the teacher told them.
License
This work is licensed under a Creative
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Author Information
| # | Name | Institute / Affiliation |
|---|---|---|
| 1 | John Asuncion Beraque | Assumption College of Nabunturan |
| 2 | Elizabeth D. Dioso, Ed. D. | Assumption College of Nabunturan |
How to Cite
Use the following formats to cite this article in your research.
APA Style
Beraque, John Asuncion & D., Elizabeth D. Dioso, Ed. (2024). Effects of Gamified Learning Activities on Students' Vocabulary Retention. International Journal of Advance Research and Innovative Ideas In Education, 10(3), 6094-6100.
MLA Style
Beraque, John Asuncion, and Elizabeth D. Dioso, Ed. D.. "Effects of Gamified Learning Activities on Students' Vocabulary Retention." International Journal of Advance Research and Innovative Ideas In Education, vol. 10, no. 3, 2024, pp. 6094-6100.
IEEE Style
John Asuncion Beraque and Elizabeth D. Dioso, Ed. D., "Effects of Gamified Learning Activities on Students' Vocabulary Retention," International Journal of Advance Research and Innovative Ideas In Education, vol. 10, no. 3, pp. 6094-6100, 2024.
Vancouver Style
Beraque John Asuncion, D. Elizabeth D. Dioso, Ed.. Effects of Gamified Learning Activities on Students' Vocabulary Retention. International Journal of Advance Research and Innovative Ideas In Education. 2024;10(3):6094-6100.
Harvard Style
Beraque, John Asuncion & D., Elizabeth D. Dioso, Ed. (2024) 'Effects of Gamified Learning Activities on Students' Vocabulary Retention', International Journal of Advance Research and Innovative Ideas In Education, 10(3), pp. 6094-6100.
Chicago Style
Beraque, John Asuncion and Elizabeth D. Dioso, Ed. D.. "Effects of Gamified Learning Activities on Students' Vocabulary Retention." International Journal of Advance Research and Innovative Ideas In Education 10, no. 3 (2024): 6094-6100.
Turabian Style
Beraque, John Asuncion and Elizabeth D. Dioso, Ed. D.. "Effects of Gamified Learning Activities on Students' Vocabulary Retention." International Journal of Advance Research and Innovative Ideas In Education 10, no. 3 (2024): 6094-6100.
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