ERIC Number: ED644270
Record Type: Non-Journal
Publication Date: 2022
Pages: 224
Abstractor: As Provided
ISBN: 979-8-8340-1699-1
ISSN: N/A
EISSN: N/A
Available Date: N/A
Gamified Vocabulary Learning for International Students in the University EAP Context
Peter Sherman Johnson
ProQuest LLC, Ph.D. Dissertation, University of Kansas
This qualitative case study responds to a significant gap in the literature in the area of gamification for vocabulary study among international students in higher education. It aims to respond to a call for a more in-depth qualitative analysis of gamification techniques on student learning experiences in comparison to the more commonplace quantitative studies (Chiang, 2020; Koivisto & Hamari, 2019). Additionally, the study focuses on the computer-supported learning context during the COVID-19 pandemic and its potential influences on student engagement with gamified language study. Utilizing the Quizlet (Quizlet, 2022) platform for vocabulary study and Blackboard for collecting digital badges based on vocabulary practice, this study explores the gamification of vocabulary review activities and student experiences and engagement with the program. As a qualitative case study, student activity data from Quizlet will be collected as well as qualitative data in the form of individual interviews. Findings show that online learning fatigue and a lack of social interaction in the computer-supported collaborative learning environment played a role in hampering engagement with the gamified program. These findings have implications for how instructors can better support gamification in their language classrooms as well as expanding research into the social and contextual aspects of gamification of the language classroom. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com.bibliotheek.ehb.be/en-US/products/dissertations/individuals.shtml.]
Descriptors: Gamification, Vocabulary Development, Foreign Students, Second Language Learning, Computer Assisted Instruction, COVID-19, Pandemics, Educational Technology, Barriers, Student Participation, English for Academic Purposes, College Students
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Publication Type: Dissertations/Theses - Doctoral Dissertations
Education Level: Higher Education; Postsecondary Education
Audience: N/A
Language: English
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