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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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