Exploring Gamified Computer-Assisted Instruction in College English Vocabulary Teaching
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| Izdano u: | International Journal of Web-Based Learning and Teaching Technologies vol. 20, no. 1 (2025), p. 1-20 |
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| Glavni autor: | |
| Izdano: |
IGI Global
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| Teme: | |
| Online pristup: | Citation/Abstract Full Text - PDF |
| Oznake: |
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MARC
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|---|---|---|---|
| 001 | 3257483010 | ||
| 003 | UK-CbPIL | ||
| 022 | |a 1548-1093 | ||
| 022 | |a 1548-1107 | ||
| 024 | 7 | |a 10.4018/IJWLTT.390256 |2 doi | |
| 035 | |a 3257483010 | ||
| 045 | 2 | |b d20250101 |b d20251231 | |
| 100 | 1 | |a Tan, Yi |u Zhengzhou Technology and Business University, China | |
| 245 | 1 | |a Exploring Gamified Computer-Assisted Instruction in College English Vocabulary Teaching | |
| 260 | |b IGI Global |c 2025 | ||
| 513 | |a Journal Article | ||
| 520 | 3 | |a With advancements in technology, traditional college English vocabulary instruction faces challenges such as limited interactivity and student disengagement. Gamified computer-assisted instruction, which combines educational technology and psychology principles, has emerged as a solution. By incorporating game elements like points, task progression, and rewards, this approach creates an interactive and motivating learning environment. Based on constructivist and self-determination theories, this study tests a gamified framework using a self-developed platform. Results show that gamified tasks reduce resistance to learning, improve autonomous learning, and enhance collaboration. Compared to traditional methods, game mechanics increase language input/output and diversify learning approaches. This research offers practical and theoretical support for reforming English vocabulary instruction in higher education. | |
| 653 | |a Computer assisted instruction--CAI | ||
| 653 | |a Educational technology | ||
| 653 | |a Students | ||
| 653 | |a Teaching methods | ||
| 653 | |a Higher education | ||
| 653 | |a Reforming | ||
| 653 | |a College students | ||
| 653 | |a Resistance | ||
| 653 | |a Technology | ||
| 653 | |a Learning environment | ||
| 653 | |a Games | ||
| 653 | |a Disengagement | ||
| 653 | |a Colleges & universities | ||
| 653 | |a Self determination | ||
| 653 | |a Rewards | ||
| 653 | |a Teaching | ||
| 653 | |a Motivation | ||
| 653 | |a Psychology | ||
| 653 | |a Learning | ||
| 653 | |a Educational psychology | ||
| 653 | |a English language | ||
| 653 | |a Cooperative learning | ||
| 653 | |a Vocabulary instruction | ||
| 653 | |a Gamification | ||
| 653 | |a Vocabulary | ||
| 653 | |a Linguistic Input | ||
| 653 | |a College English | ||
| 653 | |a Influence of Technology | ||
| 653 | |a Computers | ||
| 653 | |a Computer Assisted Instruction | ||
| 653 | |a Publish or Perish Issue | ||
| 653 | |a Educational Principles | ||
| 773 | 0 | |t International Journal of Web-Based Learning and Teaching Technologies |g vol. 20, no. 1 (2025), p. 1-20 | |
| 786 | 0 | |d ProQuest |t Engineering Database | |
| 856 | 4 | 1 | |3 Citation/Abstract |u https://www.proquest.com/docview/3257483010/abstract/embedded/H09TXR3UUZB2ISDL?source=fedsrch |
| 856 | 4 | 0 | |3 Full Text - PDF |u https://www.proquest.com/docview/3257483010/fulltextPDF/embedded/H09TXR3UUZB2ISDL?source=fedsrch |