Vocabulary Learning Through a Gamified Question and Answer Application

Volume: 3 Number: 2 June 1, 2018
Mayram Akgun Kayseroglu , Yavuz Samur
EN

Vocabulary Learning Through a Gamified Question and Answer Application

Abstract

Learning German as a second foreign language is the most selected second language among public and private schools in Turkey. Among the components in learning the German language, vocabulary is one of most difficult and important component. The purpose of this study is to investigate the effect of using a gamified application, on German vocabulary to Turkish students learning German as a second foreign language. The Quiz Game, a gamified question and answer tool, was implied to participants by the researcher. Totally,31 3th grade students participated in this study. During 8-week treatment, the students practiced the Quiz Game application in 20 minutes periods. Qualitative data include interviews and personal motivational inventory that were collected for each participant to determine how participants perceived their experience with this game. Quantitative data for each participant, including pre-tests and post-tests were collected to examine participants' progress in word recognition and the impact of games on the students’ use of vocabulary learning strategies. The findings show that with the help of this gamified practice tool the 97% of the learners are more eager to learn German especially vocabulary and a significant difference between pre-and-post test scores of the students’ vocabulary knowledge was found t 30 =-9.12, p

Keywords

vocabulary learning,gamification,german vocabulary,gamified,digital game based learning

References

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APA
Akgun Kayseroglu, M., & Samur, Y. (2018). Vocabulary Learning Through a Gamified Question and Answer Application. Journal of Learning and Teaching in Digital Age, 3(2), 27-41. https://izlik.org/JA27XS89NG
AMA
1.Akgun Kayseroglu M, Samur Y. Vocabulary Learning Through a Gamified Question and Answer Application. JOLTIDA. 2018;3(2):27-41. https://izlik.org/JA27XS89NG
Chicago
Akgun Kayseroglu, Mayram, and Yavuz Samur. 2018. “Vocabulary Learning Through a Gamified Question and Answer Application”. Journal of Learning and Teaching in Digital Age 3 (2): 27-41. https://izlik.org/JA27XS89NG.
EndNote
Akgun Kayseroglu M, Samur Y (June 1, 2018) Vocabulary Learning Through a Gamified Question and Answer Application. Journal of Learning and Teaching in Digital Age 3 2 27–41.
IEEE
[1]M. Akgun Kayseroglu and Y. Samur, “Vocabulary Learning Through a Gamified Question and Answer Application”, JOLTIDA, vol. 3, no. 2, pp. 27–41, June 2018, [Online]. Available: https://izlik.org/JA27XS89NG
ISNAD
Akgun Kayseroglu, Mayram - Samur, Yavuz. “Vocabulary Learning Through a Gamified Question and Answer Application”. Journal of Learning and Teaching in Digital Age 3/2 (June 1, 2018): 27-41. https://izlik.org/JA27XS89NG.
JAMA
1.Akgun Kayseroglu M, Samur Y. Vocabulary Learning Through a Gamified Question and Answer Application. JOLTIDA. 2018;3:27–41.
MLA
Akgun Kayseroglu, Mayram, and Yavuz Samur. “Vocabulary Learning Through a Gamified Question and Answer Application”. Journal of Learning and Teaching in Digital Age, vol. 3, no. 2, June 2018, pp. 27-41, https://izlik.org/JA27XS89NG.
Vancouver
1.Mayram Akgun Kayseroglu, Yavuz Samur. Vocabulary Learning Through a Gamified Question and Answer Application. JOLTIDA [Internet]. 2018 Jun. 1;3(2):27-41. Available from: https://izlik.org/JA27XS89NG