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

Year 2022, Volume: 10 Issue: 1, 1 - 20, 30.06.2022

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.

References

  • Akdogan, E. (2017). Developing vocabulary in game activities and game materials. Journal of Teaching and Education, 7(1), 31-66.
  • Al-Mahrooqi, R., & Troudi, S. (Eds.). (2014). Using technology in foreign language teaching. Cambridge Scholars Publishing.
  • Alyaz, Y., & Genc, Z. S. (2016). Digital game-based language learning in foreign language teacher education. Turkish Online Journal of Distance Education, 17(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.
  • Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance?. Computers & Education, 83, 57-63.
  • Bakhsh, S. A. (2016). Using Games as a Tool in Teaching Vocabulary to Young Learners. English language teaching, 9(7), 120-128.
  • Bandura, A. (1997). Self-efficacy: the exercise of control. New York: W.H Freeman and Company.
  • 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.
  • Boticki, I., Baksa, J., Seow, P., & Looi, C. K. (2015). Usage of a mobile social learning platform with virtual badges in a primary school. Computers & Education, 86, 120-136.
  • Bressler, D. M., & Bodzin, A. M. (2013). A mixed methods assessment of students' flow experiences during a mobile augmented reality science game. Journal of computer assisted learning, 29(6), 505-517.
  • Burns, A., & de Silva Joyce, H. (2001). Teachers' voices 7: Teaching vocabulary. NCELTR.
  • Chappuis, J., & Stiggins, R. (2016). An introduction to student-involved assessment for learning. Pearson. Chen, I. J. (2005). Using games to promote communicative skills in language learning. The Internet TESL Journal, 11(2), 1-4.
  • Cheong, C., Cheong, F., & Filippou, J. (2013). Quick Quiz: A Gamified Approach for Enhancing Learning. In Pacis. Chu, S., & Martinson, B. (2008). Game-based learning in design history. In Handbook of Research on Effective Electronic Gaming in Education (pp. 478-488). IGI Global.
  • Constantinescu, R. S. (2012). Learning by playing. Using computer games in teaching English grammar to high school students. In Conference proceedings of eLearning and Software for Education. Cowley, B., Charles, D., Black, M., & Hickey, R. (2008). Toward an understanding of flow in video games. Computers in Entertainment (CIE), 6(2), 1-27.
  • De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & education, 75, 82-91.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).
  • Fraenkel, J. R., Wallen, N. E. ve Hyun, H. H. (2012). How to design and evaluate research in education. USA: McGraw-Hill Companies Inc.
  • Franciosi, S. J. (2011). A comparison of computer game and language-learning task design using flow theory. Call-Ej, 12(1), 11-25.
  • Gay, L. R., Mills, G. E., & Airasian, P. W. (2011). Educational research: Competencies for analysis and applications. Pearson Higher Ed.
  • Gozcu, E., & Caganaga, C. K. (2016). The importance of using games in EFL classrooms. Cypriot Journal of Educational Sciences, 11(3), 126-135.
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & education, 80, 152-161.
  • Herra, A., & Kulińska, A. (2019). The role of feedback in the process of learning English as a foreign language. In Forum Filologiczne ATENEUM.
  • Hughes, M., & Lacy, C. J. (2016). "The Sugar'd Game before Thee": Gamification Revisited. portal: Libraries and the Academy, 16(2), 311-326.
  • Katherine, A. G. G., Aristega, J. E. M., Leon, E. P. & Rojas, M. T. T. (2020) Gamifying formative assessment to improve speaking accuracy and motivation in EFL learners. Journal of Science and Research: Revista Ciencia e Investigación, 5(1), 562-577.
  • Kim, Y. J., & Shute, V. J. (2015). The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment. Computers & Education, 87, 340-356.
  • Kocadere, S. A., & Çağlar, Ş. (2015). The design and implementation of a gamified assessment. Journal of e-Learning and Knowledge Society, 11(3).
  • Landers, R. N., Armstrong, M. B., & Collmus, A. B. (2017). How to use game elements to enhance learning: Applications of the theory of gamified learning. In Serious games and edutainment applications (pp. 457-483). Springer, Cham.
  • Lumsden, J., Edwards, E. A., Lawrence, N. S., Coyle, D., & Munafò, M. R. (2016). Gamification of cognitive assessment and cognitive training: a systematic review of applications and efficacy. JMIR serious games, 4(2).
  • Mahbub, M. A. (2020). Learning English mediated by Kahoot: Insights from the Indonesian EFL instructors. Journal on English as a Foreign Language, 10(2), 246-267.
  • Mavridis, A., & Tsiatsos, T. (2017). Game‐based assessment: Investigating the impact on test anxiety and exam performance. Journal of Computer Assisted Learning, 33(2), 137-150.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • Moccozet, L., Tardy, C., Opprecht, W., & Léonard, M. (2013, September). Gamification-based assessment of group work. In 2013 International Conference on Interactive Collaborative Learning (ICL) (pp. 171-179).
  • Nakata, T. (2008). English vocabulary learning with word lists, word cards and computers: Implications from cognitive psychology research for optimal spaced learning. ReCALL, 20(1), 3-20.
  • Paribakht, T. S., & Webb, S. (2016). The relationship between academic vocabulary coverage and scores on a standardized English proficiency test. Journal of English for Academic Purposes, 21, 121-132.
  • Perrotta, C., Featherstone, G., Aston, H., & Houghton, E. (2013). Game-based learning: Latest evidence and future directions. Slough: NFER.
  • Quinn, C. N. (2005). Engaging learning: Designing e-learning simulation games. San Francisco: Pfeiffer.
  • Rankin, Y. A., Gold, R., & Gooch, B. (2006). 3D role-playing games as language learning tools. Eurographics (Education Papers), 25(3), 33-38.
  • Simpson, A. J. (2011). Why use games in the language classroom?. Humanising Language Teaching, 13(2).
  • Song, Y., & Sparks, J. R. (2019). Building a game-enhanced formative assessment to gather evidence about middle school students’ argumentation skills. Educational Technology Research and Development, 67(5), 1175-1196.
  • Squire, K. (2006). From content to context: Videogames as designed experience. Educational researcher, 35(8), 19-29.
  • Stojković, M. K., & Jerotijević, D. M. (2011, May). Reasons for using or avoiding games in an EFL classroom. In 1st International Conference on Foreign Language Teaching and Applied Linguistics May (pp. 5-7).
  • Tılfarlıoğlu, F. F. Y., & Bozgeyik, Y. (2012). The relationship between vocabulary learning strategies and vocabulary proficiency of English language learners. International Journal of Applied Linguistics and English Literature, 1(2), 91-101.
  • Uzun, L., Ekin, M. T. Y., & Kartal, E. (2013). The Opinions and Attitudes of the Foreign Language Learners and Teachers Related to the Traditional and Digital Games: Age and Gender Differences. International Journal of Game-Based Learning (IJGBL), 3(2), 91-111.
  • Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning–A literature review. Computers & Education, 149, 103818.
  • Wood, L., Teras, H., Reiners, T., & Gregory, S. (2013). The role of gamification and game-based learning in authentic assessment within virtual environments. Research and development in higher education: The place of learning and teaching, 514-523.

Oyunlaştırılmış Değerlendirme Yöntemlerinin İngilizce Öğretmen Adaylarının Kelime Öğrenme Süreçlerine Etkisi

Year 2022, Volume: 10 Issue: 1, 1 - 20, 30.06.2022

Abstract

Günümüzde oyunların yaygınlaşması ve milyonlarca insan tarafından oynanıyor olması oyunların eğlence amacının dışında da kullanılabileceği fikrini ortaya çıkarmıştır. Yabancı dil öğretimi de bu amaçlardan biri olarak görülmektedir. Etkili kullanıldıklarında, oyunların öğrencilerin geleneksel öğretim ortamlarından kaynaklanan sıkılma, dikkat dağınıklığı ve motivasyon eksikliği gibi olumsuz faktörleri önleyerek öğrenme süreçlerinde oldukça etkili olduğu literatürde vurgulanmıştır. Ayrıca, oyunların öğrencilere eğlenerek öğrenme ortamı sağladıkları için daha kalıcı ve etkili öğrenmenin gerçekleştiği, aynı zamanda oyunların değerlendirme aşamasında da oldukça etkili olduğu belirtilmiştir. Bu doğrultuda, çalışma kapsamında oyunlaştırılmış değerlendirme yöntemi kullanımının öğrencilerin yabancı dil kelime öğrenme süreçleri üzerindeki etkilerinin araştırılması amaçlanmıştır. Bu amaç doğrultusunda açıklayıcı karma desen araştırma yöntemi kullanılmıştır. Çalışmaya 28 deney 28 kontrol grubu olmak üzere toplam 56 İngilizce öğretmen adayı öğrenci katılmıştır. Uygulama kapsamında öncelikle öğrencilere 100 sorudan oluşan bir kelime sınavı ön-test olarak uygulanmıştır. Dört hafta boyunca süren uygulamada öğrencilerin haftalık olarak kendilerine verilen kelime listesine çalışmaları istenmiş, kontrol grubundaki öğrenciler geleneksel quiz yöntemi ile deney grubundaki öğrenciler ise Kahoot tabanlı oyunlaştırılmış değerlendirme yöntemi ile değerlendirilmiştir. Uygulama sonunda aynı kelime sınavı son-test olarak uygulanmış ve sonuçlar raporlanmıştır. Analizler sonucunda oyunlaştırılmış değerlendirme yöntemiyle değerlendirilen öğrencilerin geleneksel quiz yöntemiyle değerlendirilen öğrencilere göre hem süreç içi hem de süreç sonunda yapılan değerlendirmede daha başarılı oldukları ortaya çıkmıştır. Elde edilen sonuçlardan yola çıkarak, çalışmada ayrıca ileride yapılacak olan çalışmalara yönelik önerilerde bulunulmuştur.

References

  • Akdogan, E. (2017). Developing vocabulary in game activities and game materials. Journal of Teaching and Education, 7(1), 31-66.
  • Al-Mahrooqi, R., & Troudi, S. (Eds.). (2014). Using technology in foreign language teaching. Cambridge Scholars Publishing.
  • Alyaz, Y., & Genc, Z. S. (2016). Digital game-based language learning in foreign language teacher education. Turkish Online Journal of Distance Education, 17(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.
  • Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance?. Computers & Education, 83, 57-63.
  • Bakhsh, S. A. (2016). Using Games as a Tool in Teaching Vocabulary to Young Learners. English language teaching, 9(7), 120-128.
  • Bandura, A. (1997). Self-efficacy: the exercise of control. New York: W.H Freeman and Company.
  • 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.
  • Boticki, I., Baksa, J., Seow, P., & Looi, C. K. (2015). Usage of a mobile social learning platform with virtual badges in a primary school. Computers & Education, 86, 120-136.
  • Bressler, D. M., & Bodzin, A. M. (2013). A mixed methods assessment of students' flow experiences during a mobile augmented reality science game. Journal of computer assisted learning, 29(6), 505-517.
  • Burns, A., & de Silva Joyce, H. (2001). Teachers' voices 7: Teaching vocabulary. NCELTR.
  • Chappuis, J., & Stiggins, R. (2016). An introduction to student-involved assessment for learning. Pearson. Chen, I. J. (2005). Using games to promote communicative skills in language learning. The Internet TESL Journal, 11(2), 1-4.
  • Cheong, C., Cheong, F., & Filippou, J. (2013). Quick Quiz: A Gamified Approach for Enhancing Learning. In Pacis. Chu, S., & Martinson, B. (2008). Game-based learning in design history. In Handbook of Research on Effective Electronic Gaming in Education (pp. 478-488). IGI Global.
  • Constantinescu, R. S. (2012). Learning by playing. Using computer games in teaching English grammar to high school students. In Conference proceedings of eLearning and Software for Education. Cowley, B., Charles, D., Black, M., & Hickey, R. (2008). Toward an understanding of flow in video games. Computers in Entertainment (CIE), 6(2), 1-27.
  • De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & education, 75, 82-91.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).
  • Fraenkel, J. R., Wallen, N. E. ve Hyun, H. H. (2012). How to design and evaluate research in education. USA: McGraw-Hill Companies Inc.
  • Franciosi, S. J. (2011). A comparison of computer game and language-learning task design using flow theory. Call-Ej, 12(1), 11-25.
  • Gay, L. R., Mills, G. E., & Airasian, P. W. (2011). Educational research: Competencies for analysis and applications. Pearson Higher Ed.
  • Gozcu, E., & Caganaga, C. K. (2016). The importance of using games in EFL classrooms. Cypriot Journal of Educational Sciences, 11(3), 126-135.
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & education, 80, 152-161.
  • Herra, A., & Kulińska, A. (2019). The role of feedback in the process of learning English as a foreign language. In Forum Filologiczne ATENEUM.
  • Hughes, M., & Lacy, C. J. (2016). "The Sugar'd Game before Thee": Gamification Revisited. portal: Libraries and the Academy, 16(2), 311-326.
  • Katherine, A. G. G., Aristega, J. E. M., Leon, E. P. & Rojas, M. T. T. (2020) Gamifying formative assessment to improve speaking accuracy and motivation in EFL learners. Journal of Science and Research: Revista Ciencia e Investigación, 5(1), 562-577.
  • Kim, Y. J., & Shute, V. J. (2015). The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment. Computers & Education, 87, 340-356.
  • Kocadere, S. A., & Çağlar, Ş. (2015). The design and implementation of a gamified assessment. Journal of e-Learning and Knowledge Society, 11(3).
  • Landers, R. N., Armstrong, M. B., & Collmus, A. B. (2017). How to use game elements to enhance learning: Applications of the theory of gamified learning. In Serious games and edutainment applications (pp. 457-483). Springer, Cham.
  • Lumsden, J., Edwards, E. A., Lawrence, N. S., Coyle, D., & Munafò, M. R. (2016). Gamification of cognitive assessment and cognitive training: a systematic review of applications and efficacy. JMIR serious games, 4(2).
  • Mahbub, M. A. (2020). Learning English mediated by Kahoot: Insights from the Indonesian EFL instructors. Journal on English as a Foreign Language, 10(2), 246-267.
  • Mavridis, A., & Tsiatsos, T. (2017). Game‐based assessment: Investigating the impact on test anxiety and exam performance. Journal of Computer Assisted Learning, 33(2), 137-150.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • Moccozet, L., Tardy, C., Opprecht, W., & Léonard, M. (2013, September). Gamification-based assessment of group work. In 2013 International Conference on Interactive Collaborative Learning (ICL) (pp. 171-179).
  • Nakata, T. (2008). English vocabulary learning with word lists, word cards and computers: Implications from cognitive psychology research for optimal spaced learning. ReCALL, 20(1), 3-20.
  • Paribakht, T. S., & Webb, S. (2016). The relationship between academic vocabulary coverage and scores on a standardized English proficiency test. Journal of English for Academic Purposes, 21, 121-132.
  • Perrotta, C., Featherstone, G., Aston, H., & Houghton, E. (2013). Game-based learning: Latest evidence and future directions. Slough: NFER.
  • Quinn, C. N. (2005). Engaging learning: Designing e-learning simulation games. San Francisco: Pfeiffer.
  • Rankin, Y. A., Gold, R., & Gooch, B. (2006). 3D role-playing games as language learning tools. Eurographics (Education Papers), 25(3), 33-38.
  • Simpson, A. J. (2011). Why use games in the language classroom?. Humanising Language Teaching, 13(2).
  • Song, Y., & Sparks, J. R. (2019). Building a game-enhanced formative assessment to gather evidence about middle school students’ argumentation skills. Educational Technology Research and Development, 67(5), 1175-1196.
  • Squire, K. (2006). From content to context: Videogames as designed experience. Educational researcher, 35(8), 19-29.
  • Stojković, M. K., & Jerotijević, D. M. (2011, May). Reasons for using or avoiding games in an EFL classroom. In 1st International Conference on Foreign Language Teaching and Applied Linguistics May (pp. 5-7).
  • Tılfarlıoğlu, F. F. Y., & Bozgeyik, Y. (2012). The relationship between vocabulary learning strategies and vocabulary proficiency of English language learners. International Journal of Applied Linguistics and English Literature, 1(2), 91-101.
  • Uzun, L., Ekin, M. T. Y., & Kartal, E. (2013). The Opinions and Attitudes of the Foreign Language Learners and Teachers Related to the Traditional and Digital Games: Age and Gender Differences. International Journal of Game-Based Learning (IJGBL), 3(2), 91-111.
  • Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning–A literature review. Computers & Education, 149, 103818.
  • Wood, L., Teras, H., Reiners, T., & Gregory, S. (2013). The role of gamification and game-based learning in authentic assessment within virtual environments. Research and development in higher education: The place of learning and teaching, 514-523.
There are 45 citations in total.

Details

Primary Language English
Subjects Other Fields of Education
Journal Section Research Article
Authors

Veysel Karsli 0000-0003-4467-6830

Publication Date June 30, 2022
Submission Date June 3, 2022
Published in Issue Year 2022 Volume: 10 Issue: 1

Cite

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.

Takvim-i Vekayi (تقويم وقايع)