دورية أكاديمية

Flipped classroom with gamified technology and paper-based method for teaching vocabulary

التفاصيل البيبلوغرافية
العنوان: Flipped classroom with gamified technology and paper-based method for teaching vocabulary
المؤلفون: Damar Isti Pratiwi, Sri Wuli Fitriati, Issy Yuliasri, Budi Waluyo
المصدر: Asian-Pacific Journal of Second and Foreign Language Education, Vol 9, Iss 1, Pp 1-18 (2024)
بيانات النشر: SpringerOpen, 2024.
سنة النشر: 2024
المجموعة: LCC:Special aspects of education
LCC:Language acquisition
مصطلحات موضوعية: Flipped classroom, Gamified, Gamified technology, Paper-based, Vocabulary, Special aspects of education, LC8-6691, Language acquisition, P118-118.7
الوصف: Abstract While gamified technology integration in vocabulary instruction within a flipped classroom has yielded beneficial teaching outcomes, specific studies have raised concerns about potential adverse effects linked to this approach. As a result, conducting a comparative analysis between gamified technology and conventional paper-based methods within the flipped classroom framework has become essential. This analysis aims to foster the development of a targeted teaching approach that adeptly addresses the unique needs of students. This study employed a sequential explanatory research design to examine the effectiveness of flipped classroom with gamified technology and paper-based method in teaching vocabulary to students with different proficiency levels. Quantitative data was gathered from a pretest and a posttest, whilst qualitative data was collected through teachers’ guided reflection. Using Academic Word List (300 target words), control groups employed a paper-based, while experimental groups applied gamified technology (Quizlet, Kahoot!, Quizizz, Socrative, and Google Form), which lasted 10 weeks. The participants were 144 non-English major students who took a general English course in the 2nd semester of 2023. Quantitative data analysis ran in SPSS 25 using Paired Sample t-Test and One-way ANOVA. The qualitative data were analyzed using thematic progression. The results showed that gamified technology did not affect students’ learning outcomes, while the paper-based method resulted conversely. It revealed that the paper-based method is more effective than gamified technology for students in general, with low proficiency and high-proficiency level. Further, teachers’ beliefs admitted distinctive issues that gamified technology was more effective for high-proficiency learners, whereas paper-based was more effective for low-proficiency learners. The difference analysis of quantitative and qualitative data sheds light on discussing threats while implementing gamified technology and possible solutions.
نوع الوثيقة: article
وصف الملف: electronic resource
اللغة: English
تدمد: 2363-5169
العلاقة: https://doaj.org/toc/2363-5169Test
DOI: 10.1186/s40862-023-00222-4
الوصول الحر: https://doaj.org/article/e1a5e356bab74e65b49d04b79d3080f8Test
رقم الانضمام: edsdoj.1a5e356bab74e65b49d04b79d3080f8
قاعدة البيانات: Directory of Open Access Journals
الوصف
تدمد:23635169
DOI:10.1186/s40862-023-00222-4