TY - GEN
T1 - The Influence of Quizizz-online Gamification on Vocabulary Learning Effectiveness and Engagement among College EFL Learners in China
AU - Chen, Xingrong
AU - Zhang, Di
AU - Zhang, Hongfeng
AU - Shu, Kaiyue
AU - Wei, Xiaoyu
AU - Li, Fanbo
N1 - Publisher Copyright:
© 2023 Association for Computing Machinery. All rights reserved.
PY - 2023/4/21
Y1 - 2023/4/21
N2 - Game-based learning is considered to be an effective way to enhance students' learning participation and has been applied to various learning contexts since its birth. Nowadays, it is getting more popular due to the increasingly advanced application technology and the prevalence of COVID-19 requiring more students to study online. In different countries and regions, a lot of researches have been done on game-based learning for different age groups. However, few studies have focused on how game-based learning online affects college EFL learners' learning effectiveness and learning engagement. This study investigated how Quizizz (a game-based learning application online ) affects college EFL learners' learning effectiveness and learning engagement. This study adopts an explanatory design as a mixed approach, involving a college English teacher and 20 EFL learners from a public comprehensive university in Zhejiang Province, China. Students' test grades (before and after intervention) and semi-structured interviews were collected as the data. According to the quantitative and qualitative data, it was found that Quizizz motivated students' higher learning effectiveness and better learning engagement. Therefore, the game-based learning application Quizizz is worth implementing in EFL contexts for better learning participation and effectiveness.
AB - Game-based learning is considered to be an effective way to enhance students' learning participation and has been applied to various learning contexts since its birth. Nowadays, it is getting more popular due to the increasingly advanced application technology and the prevalence of COVID-19 requiring more students to study online. In different countries and regions, a lot of researches have been done on game-based learning for different age groups. However, few studies have focused on how game-based learning online affects college EFL learners' learning effectiveness and learning engagement. This study investigated how Quizizz (a game-based learning application online ) affects college EFL learners' learning effectiveness and learning engagement. This study adopts an explanatory design as a mixed approach, involving a college English teacher and 20 EFL learners from a public comprehensive university in Zhejiang Province, China. Students' test grades (before and after intervention) and semi-structured interviews were collected as the data. According to the quantitative and qualitative data, it was found that Quizizz motivated students' higher learning effectiveness and better learning engagement. Therefore, the game-based learning application Quizizz is worth implementing in EFL contexts for better learning participation and effectiveness.
KW - EFL learning
KW - game-based learning
KW - learning effectiveness
KW - learning engagement
UR - http://www.scopus.com/inward/record.url?scp=85178271555&partnerID=8YFLogxK
U2 - 10.1145/3599640.3599651
DO - 10.1145/3599640.3599651
M3 - Conference contribution
AN - SCOPUS:85178271555
T3 - ACM International Conference Proceeding Series
BT - Proceedings of the 9th International Conference on Education and Training Technologies, ICETT 2023
PB - Association for Computing Machinery
T2 - 9th International Conference on Education and Training Technologies, ICETT 2023
Y2 - 21 April 2023 through 23 April 2023
ER -