ERIC Number: ED639847
Record Type: Non-Journal
Publication Date: 2022
Pages: 23
Abstractor: As Provided
ISBN: N/A
ISSN: N/A
EISSN: N/A
Available Date: N/A
Digital Gamification in Memory Recall of English Vocabulary with Lower-Elementary Students
Derryn Jackson
Online Submission
Vocabulary is key to English language learning; it is the basis of all languages. However, learning long lists of words and their meanings can be ineffective, tedious, and boring. This is especially true for lower elementary students as they navigate school life and development. Can digital gamification solve this problem? The purpose of this positivist approach, quasi-experimental, individual action research, is to investigate the effects of using a digital gamification tool called Bamboozle on memory recall and to explore the effects of digital gamification as an instructional method on the motivation of lower elementary Thai ESL students to learn. It can also be used as a basis for schools to become more digitized and to have digital resources available for teachers and students. The experimental group consisted of 23 Grade 2 Thai ESL students with current CEFR A2 -- B2 levels. This sample group was a convenience sample of grade 2 ESL students at a private school in Thailand. The experimental period was four weeks, and 4x word lists of 10 new English vocabulary words per word list were used weekly over this period. This equates to 4x pretests, 4x posttests, and 4x delayed tests. Mean scores, a researcher's log, and a questionnaire were used to measure and analyze the results. The test scores were used to analyze the quantitative data. A researcher log and closed-ended questionnaire were used to collect qualitative data. Mean scores and analysis of quantitative data will be used to determine a pattern of higher test scores when using Bamboozle as an instructional method. Qualitative data analysis was used to determine students' motivation levels when using different instructional methods. This was primary research, conducted in the field. From the collected data, students were visibly motivated to learn when using Bamboozle as an instructional method. Students also noted that they preferred to use computers when learning as opposed to textbooks. Most of this experimental group stated that they enjoyed learning English and that they did not find it difficult to do so, which could positively affect test scores, as they were already motivated to learn and confident. In terms of positively impacting memory recall more than the traditional method of the present and repeat using a PPT, the data do not show Bamboozle as more effective as an instructional method. It could be deduced that students are forced to concentrate better when there is less hyper energy in the classroom that is created when there is a 'game' involved. However, there is little doubt that Bamboozle stimulated the desire to learn, which is evident from the atmosphere and motivation levels of the students observed before and during the Bamboozle lessons. This research implies that classrooms should have a degree of digitization that affects students' motivation to learn, and digital gamification, as an instructional method, has value and will continue to develop.
Descriptors: Vocabulary, English (Second Language), Second Language Learning, Elementary School Students, Gamification, Vocabulary Development, Second Language Instruction, Student Motivation, Grade 2, Private Schools, Student Attitudes, Computer Assisted Instruction, Foreign Countries, Long Term Memory, Short Term Memory
Publication Type: Reports - Research
Education Level: Elementary Education; Early Childhood Education; Grade 2; Primary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: Thailand
Grant or Contract Numbers: N/A
Author Affiliations: N/A