Research Article

The Effects of Using Gamified Assessment Strategies on the Vocabulary Learning Processes of EFL Students

Volume: 10 Number: 1 June 30, 2022
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The Effects of Using Gamified Assessment Strategies on the Vocabulary Learning Processes of EFL Students

Abstract

Prime Today, the prevalence of games and the fact that they are played by millions of people has revealed the idea that games can also be used for entertainment purposes. Foreign language teaching is also seen as one of these purposes. It has been emphasized in the literature that when used effectively, games are very effective in the learning processes of students by preventing negative factors such as boredom, distraction and lack of motivation arising from traditional teaching environments. In addition, it has been revealed that more permanent and effective learning occurs because they provide a fun learning environment for students. In addition, it was stated that the games were very effective in the evaluation phase. In this context, in this study, it is aimed to investigate the effects of the use of gamified assessment method on students' foreign language vocabulary learning processes. For this purpose, explanatory mixed research method was used. A total of 56 English teacher candidates, 28 of which were in the experimental group and 28 in the control group, participated in the study. Within the scope of the study, a vocabulary test consisting of 100 questions was applied to the students both in control and experimental groups as a pre-test. In the four-week application, the students were asked to study on the word list, containing 25 words each week, given to them on a weekly basis, the students in the control group were assessed with the traditional quiz method and the students in the experimental group were assessed with gamified assessment method using the Kahoot application. At the end of the application, the same exam was applied again as a post-test and the results were reported. As a result of the analyzes, it was revealed that the students who were assessed with the gamified assessment method were more successful in the vocabulary exam than the students who were assessed with the traditional quiz method. Based on the results obtained, suggestions for future studies were also made in the study.

Keywords

References

  1. Akdogan, E. (2017). Developing vocabulary in game activities and game materials. Journal of Teaching and Education, 7(1), 31-66.
  2. Al-Mahrooqi, R., & Troudi, S. (Eds.). (2014). Using technology in foreign language teaching. Cambridge Scholars Publishing.
  3. Alyaz, Y., & Genc, Z. S. (2016). Digital game-based language learning in foreign language teacher education. Turkish Online Journal of Distance Education, 17(4).
  4. Amjad, A. I., & Awan, A. G. (2020). The effect of feedback of students on teaching and learning: A critical and comprehensive analysis. Global Journal of Management, Social sciences and Humanities, 6(4), 895-927.
  5. Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance?. Computers & Education, 83, 57-63.
  6. Bakhsh, S. A. (2016). Using Games as a Tool in Teaching Vocabulary to Young Learners. English language teaching, 9(7), 120-128.
  7. Bandura, A. (1997). Self-efficacy: the exercise of control. New York: W.H Freeman and Company.
  8. Berns, A., Palomo-Duarte, M., Dodero, J. M., & Valero-Franco, C. (2013, September). Using a 3D online game to assess students’ foreign language acquisition and communicative competence. In European Conference on Technology Enhanced Learning (pp. 19-31). Springer, Berlin, Heidelberg.

Details

Primary Language

English

Subjects

Other Fields of Education

Journal Section

Research Article

Publication Date

June 30, 2022

Submission Date

June 3, 2022

Acceptance Date

June 21, 2022

Published in Issue

Year 2022 Volume: 10 Number: 1

APA
Karsli, V. (2022). The Effects of Using Gamified Assessment Strategies on the Vocabulary Learning Processes of EFL Students. Takvim-I Vekayi, 10(1), 1-20. https://izlik.org/JA62LG75XA
AMA
1.Karsli V. The Effects of Using Gamified Assessment Strategies on the Vocabulary Learning Processes of EFL Students. Takvim-i Vekayi. 2022;10(1):1-20. https://izlik.org/JA62LG75XA
Chicago
Karsli, Veysel. 2022. “The Effects of Using Gamified Assessment Strategies on the Vocabulary Learning Processes of EFL Students”. Takvim-I Vekayi 10 (1): 1-20. https://izlik.org/JA62LG75XA.
EndNote
Karsli V (June 1, 2022) The Effects of Using Gamified Assessment Strategies on the Vocabulary Learning Processes of EFL Students. Takvim-i Vekayi 10 1 1–20.
IEEE
[1]V. Karsli, “The Effects of Using Gamified Assessment Strategies on the Vocabulary Learning Processes of EFL Students”, Takvim-i Vekayi, vol. 10, no. 1, pp. 1–20, June 2022, [Online]. Available: https://izlik.org/JA62LG75XA
ISNAD
Karsli, Veysel. “The Effects of Using Gamified Assessment Strategies on the Vocabulary Learning Processes of EFL Students”. Takvim-i Vekayi 10/1 (June 1, 2022): 1-20. https://izlik.org/JA62LG75XA.
JAMA
1.Karsli V. The Effects of Using Gamified Assessment Strategies on the Vocabulary Learning Processes of EFL Students. Takvim-i Vekayi. 2022;10:1–20.
MLA
Karsli, Veysel. “The Effects of Using Gamified Assessment Strategies on the Vocabulary Learning Processes of EFL Students”. Takvim-I Vekayi, vol. 10, no. 1, June 2022, pp. 1-20, https://izlik.org/JA62LG75XA.
Vancouver
1.Veysel Karsli. The Effects of Using Gamified Assessment Strategies on the Vocabulary Learning Processes of EFL Students. Takvim-i Vekayi [Internet]. 2022 Jun. 1;10(1):1-20. Available from: https://izlik.org/JA62LG75XA

Takvim-i Vekayi (تقويم وقايع)