Information from the abstract
Gamification is an instructional approach that aims to systematically leverage game elements, such as competition and rewards, to increase learner motivation and, consequently, learning. In this research, one group of Thai vocational college students in a beginner-level General English class (N=21) participated in a gamified vocabulary-learning approach for 5 weeks. Learners were assessed in weekly quizzes and compared to those of a control group (N=22). Within-group repeated measures ANOVA results indicated that both groups significantly improved vocabulary test results over the 5 weeks. A between-group ANCOVA test indicated that the experimental group significantly outperformed the control group at the end of the experiment (F=9.39, p
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Related topics: Educational Games and Gamification · Technology-Enhanced Education Studies · Visual and Cognitive Learning Processes
Thai researcher and institutional participation
Harald Kraus · Boonthitikan Kaewsawang · Thammasat University · Ratchaburi Hospital
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