Exploring Gamified Computer-Assisted Instruction in College English Vocabulary Teaching
I tiakina i:
| I whakaputaina i: | International Journal of Web-Based Learning and Teaching Technologies vol. 20, no. 1 (2025), p. 1-20 |
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| Kaituhi matua: | |
| I whakaputaina: |
IGI Global
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| Ngā marau: | |
| Urunga tuihono: | Citation/Abstract Full Text - PDF |
| Ngā Tūtohu: |
Kāore He Tūtohu, Me noho koe te mea tuatahi ki te tūtohu i tēnei pūkete!
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| Whakarāpopotonga: | 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. |
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| ISSN: | 1548-1093 1548-1107 |
| DOI: | 10.4018/IJWLTT.390256 |
| Puna: | Engineering Database |