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The Effects of Gamification on Engli...
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Retherford, Tracy A.
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The Effects of Gamification on English Language Learners' Motivation and Vocabulary Growth = = Los efectos de la gamificacion en la motivacion y el crecimiento del vocabulario de los estudiantes del idioma ingles.
Record Type:
Electronic resources : Monograph/item
Title/Author:
The Effects of Gamification on English Language Learners' Motivation and Vocabulary Growth =/
Reminder of title:
Los efectos de la gamificacion en la motivacion y el crecimiento del vocabulario de los estudiantes del idioma ingles.
Author:
Retherford, Tracy A.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
Description:
93 p.
Notes:
Source: Masters Abstracts International, Volume: 82-02.
Contained By:
Masters Abstracts International82-02.
Subject:
Educational technology. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27993175
ISBN:
9798662480674
The Effects of Gamification on English Language Learners' Motivation and Vocabulary Growth = = Los efectos de la gamificacion en la motivacion y el crecimiento del vocabulario de los estudiantes del idioma ingles.
Retherford, Tracy A.
The Effects of Gamification on English Language Learners' Motivation and Vocabulary Growth =
Los efectos de la gamificacion en la motivacion y el crecimiento del vocabulario de los estudiantes del idioma ingles. - Ann Arbor : ProQuest Dissertations & Theses, 2020 - 93 p.
Source: Masters Abstracts International, Volume: 82-02.
Thesis (M.A.)--Southeast Missouri State University, 2020.
This item must not be sold to any third party vendors.
This research study examined the effects of gamification in an English Language Learner (ELL) classroom of Spanish-speaking elementary students. The purpose of the investigation was to determine the value of gamification as an innovative technique to address the instructional needs of an increase of Latinx ELLs in the United States. The experimental participants studied grade-level vocabulary in a gamified setting through Osmo Words games. The ELL teacher assigned paper-based lessons using the same vocabulary to a control group. The participants were a homogenous group of students in grades one through three whose families' origins were Oaxaca, Mexico, and Spanish was their home language. The results of this study demonstrated the efficacy of gamification with increasing vocabulary growth in young, Spanish-speaking ELLs. The experimental group assigned to play Osmo Words game had an overall vocabulary assessment growth of more than 40% higher than the control participants assigned traditional worksheets. Students with lower English proficiency levels showed more significant growth, closing the deficits between grade-level ELL peers through gamification. The students learning through gamification experienced a consistent increase in motivation and engagement when compared to students who were assigned pencil and paper lessons. Additionally, the learners expressed gamified lessons as their preferred technique.
ISBN: 9798662480674Subjects--Topical Terms:
517670
Educational technology.
Subjects--Index Terms:
English Language Learners motivation
The Effects of Gamification on English Language Learners' Motivation and Vocabulary Growth = = Los efectos de la gamificacion en la motivacion y el crecimiento del vocabulario de los estudiantes del idioma ingles.
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This research study examined the effects of gamification in an English Language Learner (ELL) classroom of Spanish-speaking elementary students. The purpose of the investigation was to determine the value of gamification as an innovative technique to address the instructional needs of an increase of Latinx ELLs in the United States. The experimental participants studied grade-level vocabulary in a gamified setting through Osmo Words games. The ELL teacher assigned paper-based lessons using the same vocabulary to a control group. The participants were a homogenous group of students in grades one through three whose families' origins were Oaxaca, Mexico, and Spanish was their home language. The results of this study demonstrated the efficacy of gamification with increasing vocabulary growth in young, Spanish-speaking ELLs. The experimental group assigned to play Osmo Words game had an overall vocabulary assessment growth of more than 40% higher than the control participants assigned traditional worksheets. Students with lower English proficiency levels showed more significant growth, closing the deficits between grade-level ELL peers through gamification. The students learning through gamification experienced a consistent increase in motivation and engagement when compared to students who were assigned pencil and paper lessons. Additionally, the learners expressed gamified lessons as their preferred technique.
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Este estudio de investigacion examino los efectos de la gamificacion en una clase de estudiantes del idioma ingles (ELL) de estudiantes de primaria de habla hispana. El proposito de la investigacion fue determinar el valor de la gamificacion como una tecnica innovadora para abordar las necesidades de instruccion de un aumento de los ELL Latinx en los Estados Unidos. Los participantes experimentales estudiaron vocabulario de nivel de grado en un entorno gamificado a traves de los juegos de Osmo Words. El maestro de ELL asigno lecciones en papel usando el mismo vocabulario a un grupo de control. Los participantes eran un grupo homogeneo de estudiantes en los grados uno a tres cuyas origenes de las familias eran Oaxaca, Mexico, y el espanol era su idioma materno. Los resultados de este estudio demostraron la eficacia de la gamificacion con el aumento del crecimiento del vocabulario en los jovenes ELL de habla hispana. El grupo experimental asignado para jugar al juego de Osmo Words tuvo un crecimiento en la evaluacion del vocabulario general de mas del 40% mas alto que el control que los participantes asignaron a las hojas de trabajo tradicionales. Los estudiantes con niveles mas bajos de dominio del ingles mostraron un crecimiento mas significativo, cerrando los deficits entre los companeros ELL de nivel de grado a traves de la gamificacion. Los estudiantes que aprendieron a traves de la gamificacion experimentaron un aumento constante en la motivacion y el compromiso en comparacion con los estudiantes a quienes se les asignaron lecciones de lapiz y papel. Ademas, los alumnos expresaron las lecciones gamificadas como su tecnica preferida.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27993175
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