2020
DOI: 10.3991/ijet.v15i20.16159
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Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education

Abstract: The purpose of this study is to analyze the use of digital games to enhance English as a Foreign Language (EFL) grammar and vocabulary in the English Major of Universidad Técnica Particular de Loja, in southern Ecuador. A total of 68 students from B1 level, according to the Common European Frame-work of Reference for Languages (CEFR), participated in this study. All the par-ticipants were enrolled in two different classes of a Communicative Grammar course. A mixed-method approach was used to collect and analy… Show more

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Cited by 24 publications
(21 citation statements)
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“…Ba'alty [137] Educaplay [95] English Extras in Business with A, An, and The [83] LearningApps.org [125] Escribo Play and Learn [50] Socrative [133] Practice Spanish: Study Abroad [97] Phrasal Nerds [96] Liulishuo [106]…”
Section: Name Of Game Papersmentioning
confidence: 99%
“…Ba'alty [137] Educaplay [95] English Extras in Business with A, An, and The [83] LearningApps.org [125] Escribo Play and Learn [50] Socrative [133] Practice Spanish: Study Abroad [97] Phrasal Nerds [96] Liulishuo [106]…”
Section: Name Of Game Papersmentioning
confidence: 99%
“…Recent research investigated the impact of gamification on student achievement and motivation in language classrooms ( Bal, 2019 ; Ling, 2018 ; Rachels and Rockinson-Szapkiw, 2018 ; Wichadee and Pattanapichet, 2018 ). In some of these studies, web 2.0 tools ( Castillo-Cuesta, 2020 ; Osipov et al., 2015 ; Perry, 2015 ), or game elements integrated into the instructional design ( Bal 2019 ; Ling, 2018 ) were used for gamification. However, feedback ( Castillo-Cuesta, 2020 ; Perry, 2015 ), leader board and point ( Rachels and Rockinson-Szapkiw, 2018 ), competition ( Wichadee and Pattanapichet, 2018 ) and interaction ( Castillo-Cuesta, 2020 ) stand out among the game elements used in the research studies examined within the scope of the study.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Another important aspect is that vocabulary knowledge depends on how much the learner is involved in the learning process of acquiring new content; higher involvement will induce better retention of the words. Furthermore, nowadays, Gamification is possible through technology, which plays an essential role in providing language learners with a valuable learning experience (Castillo-Cuesta, 2020). Thus, adding fun will make the learning and training process much more enjoyable and compelling.…”
Section: Introductionmentioning
confidence: 99%