Exploring Gamified Computer-Assisted Instruction in College English Vocabulary Teaching

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Bibliografski detalji
Izdano u:International Journal of Web-Based Learning and Teaching Technologies vol. 20, no. 1 (2025), p. 1-20
Glavni autor: Tan, Yi
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IGI Global
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022 |a 1548-1093 
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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