Gamification in classroom: ESL students’ perception of learning English vocabulary through online game

Technology and students are inseparable. The application of technology in academia helps students broaden their knowledge and perspectives and improve academic performance. In English language learning, technology is used as a digital tool to boost students’ motivation to learn English vocabulary. A...

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Main Authors: Queencie Dohny, Megawati Soekarno
Format: Proceedings
Language:English
English
Published: Pusat e-pembelajaran, UMS 2022
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Online Access:https://eprints.ums.edu.my/id/eprint/41285/1/ABSTRACT.pdf
https://eprints.ums.edu.my/id/eprint/41285/2/FULL%20TEXT.pdf
https://eprints.ums.edu.my/id/eprint/41285/
https://oer.ums.edu.my/handle/oer_source_files/2441
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spelling my.ums.eprints.412852024-10-10T08:02:13Z https://eprints.ums.edu.my/id/eprint/41285/ Gamification in classroom: ESL students’ perception of learning English vocabulary through online game Queencie Dohny Megawati Soekarno BF501-505 Motivation T1-995 Technology (General) Technology and students are inseparable. The application of technology in academia helps students broaden their knowledge and perspectives and improve academic performance. In English language learning, technology is used as a digital tool to boost students’ motivation to learn English vocabulary. An online survey was used to invite students to answer open-ended questions about learning English vocabulary through online games. Forty pre-university students from the Preparatory Centre for Science and Technology finished the online survey, and their perceptions and insights were coded using thematic analysis. The study has discovered that the third quarter of the students conceptualised learning English Vocabulary skills as complex. All students except one felt that learning English vocabulary skills via online games is fun and effective. All students know what an online game is but not the gamification method. These perceptions will be further discussed, and corresponding suggestions will be made to help educators determine the best method for an effective English vocabulary teaching strategy in the classroom. Pusat e-pembelajaran, UMS 2022 Proceedings PeerReviewed text en https://eprints.ums.edu.my/id/eprint/41285/1/ABSTRACT.pdf text en https://eprints.ums.edu.my/id/eprint/41285/2/FULL%20TEXT.pdf Queencie Dohny and Megawati Soekarno (2022) Gamification in classroom: ESL students’ perception of learning English vocabulary through online game. https://oer.ums.edu.my/handle/oer_source_files/2441
institution Universiti Malaysia Sabah
building UMS Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Sabah
content_source UMS Institutional Repository
url_provider http://eprints.ums.edu.my/
language English
English
topic BF501-505 Motivation
T1-995 Technology (General)
spellingShingle BF501-505 Motivation
T1-995 Technology (General)
Queencie Dohny
Megawati Soekarno
Gamification in classroom: ESL students’ perception of learning English vocabulary through online game
description Technology and students are inseparable. The application of technology in academia helps students broaden their knowledge and perspectives and improve academic performance. In English language learning, technology is used as a digital tool to boost students’ motivation to learn English vocabulary. An online survey was used to invite students to answer open-ended questions about learning English vocabulary through online games. Forty pre-university students from the Preparatory Centre for Science and Technology finished the online survey, and their perceptions and insights were coded using thematic analysis. The study has discovered that the third quarter of the students conceptualised learning English Vocabulary skills as complex. All students except one felt that learning English vocabulary skills via online games is fun and effective. All students know what an online game is but not the gamification method. These perceptions will be further discussed, and corresponding suggestions will be made to help educators determine the best method for an effective English vocabulary teaching strategy in the classroom.
format Proceedings
author Queencie Dohny
Megawati Soekarno
author_facet Queencie Dohny
Megawati Soekarno
author_sort Queencie Dohny
title Gamification in classroom: ESL students’ perception of learning English vocabulary through online game
title_short Gamification in classroom: ESL students’ perception of learning English vocabulary through online game
title_full Gamification in classroom: ESL students’ perception of learning English vocabulary through online game
title_fullStr Gamification in classroom: ESL students’ perception of learning English vocabulary through online game
title_full_unstemmed Gamification in classroom: ESL students’ perception of learning English vocabulary through online game
title_sort gamification in classroom: esl students’ perception of learning english vocabulary through online game
publisher Pusat e-pembelajaran, UMS
publishDate 2022
url https://eprints.ums.edu.my/id/eprint/41285/1/ABSTRACT.pdf
https://eprints.ums.edu.my/id/eprint/41285/2/FULL%20TEXT.pdf
https://eprints.ums.edu.my/id/eprint/41285/
https://oer.ums.edu.my/handle/oer_source_files/2441
_version_ 1814049444801282048
score 13.211869