The impact of gamified learning using Quizizz on ESL learners' grammar achievement

被引:5
|
作者
Pham, Anh Tuan [1 ]
机构
[1] FPT Univ, Can Tho, Vietnam
关键词
assignments; gamification; Quizizz; grammar; ESL; GAMIFICATION; MOTIVATION; GAMES;
D O I
10.30935/cedtech/12923
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This study aims to examine the impact of gamified learning using Quizizz on English as a second language (ESL) learners' grammar achievement. The pre-/post-test control group design was applied to research 63 English-majored freshmen. 20 multiple-choice quizzes were designed based on grammar points included in the basic grammar course over a 10-week intervention period. There were 33 students from the experimental group doing the quizzes on Quizizz, while 30 participants from the control group did the same quizzes on paper. The findings indicate that although students from the two groups both improved their marks on the post-test compared to the pre-test, students from the treatment group got significantly higher scores than those from the control group on the achievement test . However, educators are supported to consider using this gamified learning platform as a supportive tool besides choosing the appropriate instructional content to optimize the quality of their teaching.
引用
收藏
页数:12
相关论文
共 50 条
  • [1] Improving ESL Learners' Grammar with Gamified-Learning
    Hashim, Harwati
    Rafiq, Karmila Rafiqah M.
    Yunus, Melor Md.
    ARAB WORLD ENGLISH JOURNAL, 2019, : 41 - 50
  • [2] EFL learners' motivation in a gamified formative assessment: The case of Quizizz
    Zhang, Zhihui
    Crawford, Jenifer
    EDUCATION AND INFORMATION TECHNOLOGIES, 2024, 29 (05) : 6217 - 6239
  • [3] EFL learners’ motivation in a gamified formative assessment: The case of Quizizz
    Zhihui Zhang
    Jenifer Crawford
    Education and Information Technologies, 2024, 29 : 6217 - 6239
  • [4] Learning to Link Grammar and Encyclopedic Information to Assist ESL Learners
    Chen, Jhih-Jie
    Yang, Ching-Yu
    Ho, Pei-Chen
    Tsai, Ming Chiao
    Ho, Chia-Fang
    Tuan, Kai-Wen
    Tsai, Chung-Ting
    Han, Wen-Bin
    Chang, Jason S.
    PROCEEDINGS OF THE 57TH ANNUAL MEETING OF THE ASSOCIATION FOR COMPUTATIONAL LINGUISTICS: SYSTEM DEMONSTRATIONS, (ACL 2019), 2019, : 213 - 218
  • [5] Exploring the impact of the adaptive gamified assessment on learners in blended learning
    Zhang, Zhihui
    Huang, Xiaomeng
    EDUCATION AND INFORMATION TECHNOLOGIES, 2024, 29 (16) : 21869 - 21889
  • [6] Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz
    Goksun, Derya Orhan
    Gursoy, Gulden
    COMPUTERS & EDUCATION, 2019, 135 : 15 - 29
  • [7] Using Self-Assessment to Monitor ESL Learners' Academic Achievement in a Malaysian ESL Context: A Case Study
    Singh, Charanjit Kaur Swaran
    ADVANCED SCIENCE LETTERS, 2017, 23 (02) : 961 - 964
  • [8] Automated Error Detection for Developing Grammar Proficiency of ESL Learners
    Feng, Hui-Hsien
    Saricaoglu, Aysel
    Chukharev-Hudilainen, Evgeny
    CALICO JOURNAL, 2016, 33 (01): : 49 - 70
  • [9] Gamifying ESL Classrooms through Gamified Teaching and Learning
    Yaccob, Nur Syafiqah
    Abd Rahman, Siti Fatimah
    Mohamad, Syamsul Nor Azlan
    Rahim, Azwin Arif Abdul
    Rashid, Khadijah Khalilah Abdul
    Aldaba, Abdulmajid Mohammed Abdulwahab
    Yunus, Melor Md
    Hashim, Harwati
    ARAB WORLD ENGLISH JOURNAL, 2022, : 177 - 191
  • [10] A mobile learning system for ESL learners
    Hsu, Mei-Hua
    Chuang, Yu-Liang
    3RD INTERNATIONAL CONFERENCE ON EDUCATION AND INFORMATION SYSTEMS: TECHNOLOGIES AND APPLICATIONS, VOL 2, PROCEEDINGS, 2005, : 319 - 323