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학술논문

Vocabulary Enhancement in University English Classes through Gamification: Affective Experience Comparison

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영문명
발행기관
한국영미어문학회
저자명
Yuhwa Lee Misuk Oh Eunjung Kim
간행물 정보
『영미어문학』제157호, 317~349쪽, 전체 33쪽
주제분류
어문학 > 영어와문학
파일형태
PDF
발행일자
2025.06.30
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국문 초록

This study investigates the effects of gamification using the QuizN mobile application on vocabulary acquisition and affective responses in college-level EFL courses. Four classes—divided into beginner and intermediate levels—were assigned to experimental (gamified) and control (non-gamified) groups. Pre- and post-tests were administered to measure vocabulary improvement, and post-treatment surveys were conducted to assess affective domains such as emotional engagement and course satisfaction. Additionally, the experimental groups completed open-ended survey questions to explore perceptions of gamified learning. Findings showed that both beginner groups achieved comparable gains in vocabulary, with the control group slightly outperforming the experimental group. The intermediate experimental group showed notable improvement, while the intermediate control group experienced a decline, likely due to reduced participation toward the semester’s end. Survey results indicated that experimental groups reported more positive affective responses than control groups. Open-ended responses further suggested that gamification enhanced students’ engagement and motivation in vocabulary learning. These results suggest that gamification holds promise for improving both linguistic and affective outcomes in EFL contexts.

영문 초록

목차

1. Introduction
2. Literature Review
3. Methods
4. Results
5. Conclusion and Discussion
Works Cited

키워드

해당간행물 수록 논문

참고문헌

  • Journal of Language Teaching and Learning in Thailand
  • Computers in Human Behavior
  • Electronic Journal of Foreign Language Teaching
  • ReCALL
  • Harper & Row
  • Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
  • Educational Technology & Society
  • International Journal of Educational Technology in Higher Education
  • Springer Science & Business Media
  • Language Teaching
  • Routledge
  • Modern Language Journal
  • Computer Assisted Language Learning Electronic Journal
  • Palgrave Macmillan
  • Proceedings of the 47th Hawaii International Conference on System Sciences
  • Distance Education
  • International Journal of Teaching and Learning in Higher Education
  • Foreign Language Annals
  • Journal of Learner-Centered Curriculum and Instruction
  • Foreign Language Education
  • Pergamon Press
  • Studies in British and American Language and Literature
  • Academic Exchange Quarterly
  • Studies in British and American Language and Literature
  • English Language Teaching
  • Journal of Computer Assisted Learning
  • Revista Iberoamericana de Educación a Distancia
  • Cambridge: Cambridge University Press
  • Journal of Language Teaching and Research
  • Education Sciences
  • Forum for International Research in Education
  • Language Learning
  • Management Teaching Review
  • On the Horizon
  • Routledge
  • Journal of English Educators Society
  • ReCALL
  • Interaction Design and Architecture(s) Journal
  • Psychology and Education
  • Acta Globalis Humanitatis et Linguarum
  • Journal of Computer Assisted Learning
  • Prentice Hall
  • Computers & Education
  • International Journal Game-Based Learning
  • Journal of Computer Assisted Learning
  • Arab World English Journal
  • Computers & Education
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APA

Yuhwa Lee,Misuk Oh,Eunjung Kim. (2025).Vocabulary Enhancement in University English Classes through Gamification: Affective Experience Comparison. 영미어문학, (), 317-349

MLA

Yuhwa Lee,Misuk Oh,Eunjung Kim. "Vocabulary Enhancement in University English Classes through Gamification: Affective Experience Comparison." 영미어문학, (2025): 317-349

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