게이미피케이션 QuizN을 활용한 어휘 학습이 EFL 대학 영어 학습자에게 미치는 영향과 인식 연구: 수준별 학습자들의 비교 중심으로A Study on the Impact and Perception of Vocabulary Learning Utilizing Gamification QuizN on EFL University English Learners: A Comparison of Proficiency Levels
- Other Titles
- A Study on the Impact and Perception of Vocabulary Learning Utilizing Gamification QuizN on EFL University English Learners: A Comparison of Proficiency Levels
- Authors
- 이유화
- Issue Date
- Aug-2025
- Publisher
- 현대영미어문학회
- Keywords
- 게이미피케이션; 퀴즈앤; 어휘 학습; EFL 대학생; 영어 수준별 수업; Gamification; QuizN; Vocabulary Learning; EFL College Students; EnglishProficiency Levels
- Citation
- 현대영미어문학, v.43, no.3, pp 99 - 131
- Pages
- 33
- Indexed
- KCICANDI
- Journal Title
- 현대영미어문학
- Volume
- 43
- Number
- 3
- Start Page
- 99
- End Page
- 131
- URI
- https://scholarworks.gnu.ac.kr/handle/sw.gnu/79801
- DOI
- 10.21084/jmball.2025.43.3.99
- ISSN
- 1229-3814
2713-5349
- Abstract
- This paper aims to investigate the effects of gamification-based instruction using QuizN game activities on vocabulary acquisition and learner satisfaction among university students in an EFL context, across beginner, intermediate, and advanced proficiency levels. Results revealed that the experimental group demonstrated significant vocabulary improvement at all levels, with both intermediate and advanced learners showing statistically significant gains compared to the control group, whose progress was not significant in traditional classes. Survey responses indicated that gamified instruction positively influenced learners’ interest, concentration, vocabulary retention, engagement, and acceptance of online learning tools. Advanced learners, in particular, reported the highest satisfaction, suggesting that higher proficiency levels correspond with greater engagement in game-based learning. Qualitative data from open-ended questions and interviews supported these findings, highlighting enhanced motivation and class satisfaction. The study underscores gamification’s potential as an effective and broadly applicable teaching strategy, especially for promoting active participation among higher-level learners. It also contributes valuable insight to the limited body of gamification research in English education in Korea.
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