Implementing and evaluating the impact of English vocabulary activities based on digital games
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DOI:
https://doi.org/10.26809/joa.2109Keywords:
Gamification, EFL, Vocabulary, ICTAbstract
Vocabulary acquisition is essential for English as a Foreign Language (EFL) students. This study explores how implementing activities based on digital games optimizes vocabulary learning in the EFL context. Twenty-four Ecuadorian EFL students with A2 English proficiency participated in this research. Vocabulary strategies, authentic and accurate tasks provided real-life context for meaningful communication using digital games such as Kahoot, Quizizz, Quizlet, and Duolingo. In this action research, pre and post-tests, observation checklists, semi structured interviews, and questionnaires were applied to gather information on the participants. The study findings showed that using these technological tools increased students’ vocabulary knowledge and motivation to participate in the classroom. Furthermore, this study analyzed pedagogical implications and suggestions based on students’ perceptions and opinions regarding applying digital games to increase student’s English vocabulary.
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