<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.4 20241031//EN"
        "https://jats.nlm.nih.gov/publishing/1.4/JATS-journalpublishing1-4.dtd">
<article  article-type="research-article"        dtd-version="1.4">
            <front>

                <journal-meta>
                                                                <journal-id>johass</journal-id>
            <journal-title-group>
                                                                                    <journal-title>İnsan ve Sosyal Bilimler Dergisi</journal-title>
            </journal-title-group>
                            <issn pub-type="ppub">2667-4343</issn>
                                                                                                        <publisher>
                    <publisher-name>Bilgiçağı Eğitim Danışmanlık ve Yayıncılık Sanayi Ticaret Limited Şirketi</publisher-name>
                </publisher>
                    </journal-meta>
                <article-meta>
                                        <article-id pub-id-type="doi">10.53048/johass.1357420</article-id>
                                                                <article-categories>
                                            <subj-group  xml:lang="en">
                                                            <subject>Language Acquisition</subject>
                                                    </subj-group>
                                            <subj-group  xml:lang="tr">
                                                            <subject>Dil Edinimi</subject>
                                                    </subj-group>
                                    </article-categories>
                                                                                                                                                        <title-group>
                                                                                                                                                            <article-title>Comparative Analysis of Gamification and Storytelling Strategies in EFL Vocabulary Acquisition</article-title>
                                                                                                    </title-group>
            
                                                    <contrib-group content-type="authors">
                                                                        <contrib contrib-type="author">
                                                                    <contrib-id contrib-id-type="orcid">
                                        https://orcid.org/0000-0002-0207-720X</contrib-id>
                                                                <name>
                                    <surname>Kazazoğlu</surname>
                                    <given-names>Semin</given-names>
                                </name>
                                                                    <aff>YILDIZ TEKNİK ÜNİVERSİTESİ</aff>
                                                            </contrib>
                                                                                </contrib-group>
                        
                                        <pub-date pub-type="pub" iso-8601-date="20230928">
                    <day>09</day>
                    <month>28</month>
                    <year>2023</year>
                </pub-date>
                                        <volume>6</volume>
                                        <issue>Education Special Issue</issue>
                                        <fpage>368</fpage>
                                        <lpage>378</lpage>
                        
                        <history>
                                    <date date-type="received" iso-8601-date="20230908">
                        <day>09</day>
                        <month>08</month>
                        <year>2023</year>
                    </date>
                                                    <date date-type="accepted" iso-8601-date="20230926">
                        <day>09</day>
                        <month>26</month>
                        <year>2023</year>
                    </date>
                            </history>
                                        <permissions>
                    <copyright-statement>Copyright © 2018, İnsan ve Sosyal Bilimler Dergisi</copyright-statement>
                    <copyright-year>2018</copyright-year>
                    <copyright-holder>İnsan ve Sosyal Bilimler Dergisi</copyright-holder>
                </permissions>
            
                                                                                                                        <abstract><p>In both first and second-language education, vocabulary acquisition serves as a crucial skill. This quasi-experimental research study was carried out to assess the impact of storytelling and gamification strategies on the lexical abilities and working memory development of EFL young learners. The research cohort comprised 40 Turkish students aged 9 to 10 and the study was conducted within the confines of an elementary school affiliated with a foundation in Türkiye. An independent sample t-test was employed, permitting the evaluation of variations in vocabulary assessment scores which were conducted on four separate occasions both within and between groups. The empirical findings reveal a notably higher level of achievement within the gamification environment as opposed to the storytelling milieu, resulting in more substantial lexical advancements. Accordingly, this study ascertained that the integration of educational games as a pedagogical strategy with young learners serves to enhance vocabulary acquisition. Furthermore, the research uncovered the salient influence of repeated exposure on the expansion and retention of acquired vocabulary over time. In light of these findings, this study advocates for a more intensive integration of educational games within language instruction, particularly in the context of children embarking on the journey of learning English as a foreign language.</p></abstract>
                                                            
            
                                                                                        <kwd-group>
                                                    <kwd>Episodic memory</kwd>
                                                    <kwd>  gamification</kwd>
                                                    <kwd>  storytelling</kwd>
                                                    <kwd>  vocabulary acquisition</kwd>
                                                    <kwd>  EFL young learners</kwd>
                                            </kwd-group>
                            
                                                                                                                                                    </article-meta>
    </front>
    <back>
                            <ref-list>
                                    <ref id="ref1">
                        <label>1</label>
                        <mixed-citation publication-type="journal">Adams, E. J., Nguyen, A. T., &amp; Cowan, N. (2018). Theories of working memory: Differences in definition, degree of modularity, role of attention, and purpose. Language, speech, and hearing services in schools, 49(3), 340–355.</mixed-citation>
                    </ref>
                                    <ref id="ref2">
                        <label>2</label>
                        <mixed-citation publication-type="journal">Aesop., &amp; Winter, M. (1919). The Aesop for children. Rand, McNally &amp; Co.</mixed-citation>
                    </ref>
                                    <ref id="ref3">
                        <label>3</label>
                        <mixed-citation publication-type="journal">Barreras Gómez, M. A. (2010). How to use tales for the teaching of vocabulary and grammar in a primary education English class. RESLA, 23, pp. 31-52.</mixed-citation>
                    </ref>
                                    <ref id="ref4">
                        <label>4</label>
                        <mixed-citation publication-type="journal">Bruder, P. (2014). Game on: Gamification in the classroom. NJEA Review, 87, 56-60.</mixed-citation>
                    </ref>
                                    <ref id="ref5">
                        <label>5</label>
                        <mixed-citation publication-type="journal">Butler, Y. G. (2015). The use of computer games as foreign language learning tasks for digital natives. System, 54, 91–102.</mixed-citation>
                    </ref>
                                    <ref id="ref6">
                        <label>6</label>
                        <mixed-citation publication-type="journal">Calvo-Ferrer, J. R. (2017). Educational games as stand-alone learning tools and their motivational effect on L2 vocabulary acquisition and perceived learning gains. British Journal of Educational Technology, 48(2), 264–278.</mixed-citation>
                    </ref>
                                    <ref id="ref7">
                        <label>7</label>
                        <mixed-citation publication-type="journal">Cameron, L. (2001). Teaching language to young learners. Cambridge. Cambridge University Press.</mixed-citation>
                    </ref>
                                    <ref id="ref8">
                        <label>8</label>
                        <mixed-citation publication-type="journal">Costabile, M. F., De Angeli, A., Roselli, T., Lanzilotti, R., &amp; Plantamura, P. (2003). Evaluating the educational impact of a tutoring hypermedia for children. Information Technology in Childhood Education Annual, 1, 289–308.</mixed-citation>
                    </ref>
                                    <ref id="ref9">
                        <label>9</label>
                        <mixed-citation publication-type="journal">Cowan, N. (2017). The many faces of working memory and short-term storage. Psychonomic Bulletin &amp; Review, 24(4), 1158–1170.</mixed-citation>
                    </ref>
                                    <ref id="ref10">
                        <label>10</label>
                        <mixed-citation publication-type="journal">Dujmović, M. (2006). Storytelling as a method of EFL teaching. Metodičkiobzori,1(1), 75-88.</mixed-citation>
                    </ref>
                                    <ref id="ref11">
                        <label>11</label>
                        <mixed-citation publication-type="journal">Fansury, A. H., &amp; Januarty, R. (2018). Brain writing learning model using episodic memory in teaching narrative text. Exposure Journal: Jurnal Pendidikan Bahasa Inggris, 7(2), 90-105.</mixed-citation>
                    </ref>
                                    <ref id="ref12">
                        <label>12</label>
                        <mixed-citation publication-type="journal">Flores, J. F. F. (2015). Using gamification to enhance second language learning. Digital Education Review, 21, 32-54.</mixed-citation>
                    </ref>
                                    <ref id="ref13">
                        <label>13</label>
                        <mixed-citation publication-type="journal">Gruss, J. (2016). Games as a tool for teaching English vocabulary to young learners. World Scientific New, 53(2), 67-109.</mixed-citation>
                    </ref>
                                    <ref id="ref14">
                        <label>14</label>
                        <mixed-citation publication-type="journal">Hitchens, M., &amp; Tulloch, R. (2018). A gamification design for the classroom. Interactive   Technology and Smart Education, 15(1), 28-45.</mixed-citation>
                    </ref>
                                    <ref id="ref15">
                        <label>15</label>
                        <mixed-citation publication-type="journal">Jackson, D. (2017). Can games help creative writing students to collaborate on story-writing tasks? International Journal of Game-Based Learning, 7(3), 38-50.</mixed-citation>
                    </ref>
                                    <ref id="ref16">
                        <label>16</label>
                        <mixed-citation publication-type="journal">Kazazoğlu, S. &amp; Bilir, S. (2021). Digital storytelling in L2 writing: The effectiveness of Storybird Web 2.0 tool. TOJET: The Turkish Online Journal of Educational Technology, 20(2), 44-50.</mixed-citation>
                    </ref>
                                    <ref id="ref17">
                        <label>17</label>
                        <mixed-citation publication-type="journal">Kipling, R. (1902). Just So Stories. Macmillan Classics Edition.</mixed-citation>
                    </ref>
                                    <ref id="ref18">
                        <label>18</label>
                        <mixed-citation publication-type="journal">Kurt, G. (2021). Technology-mediated tasks in the young learners’ EFL classroom. Ilkogretim Online, 20(1), 327–340.</mixed-citation>
                    </ref>
                                    <ref id="ref19">
                        <label>19</label>
                        <mixed-citation publication-type="journal">Laufer, B., &amp; Nation, P. (2016). A vocabulary-size test of controlled productive ability. Language and Testing, 16(1), 33-51.</mixed-citation>
                    </ref>
                                    <ref id="ref20">
                        <label>20</label>
                        <mixed-citation publication-type="journal">McGee, L. M., &amp; D. J. Richgels. (2000). Literacy’s beginnings: Supporting young readers and writers. (3rd ed.). Boston: Allyn&amp; Bacon.</mixed-citation>
                    </ref>
                                    <ref id="ref21">
                        <label>21</label>
                        <mixed-citation publication-type="journal">Morrow, L. M. (2001). Helping children read and write. Literacy development in the early years. (4th ed.). Boston: Allyn &amp; Bacon.</mixed-citation>
                    </ref>
                                    <ref id="ref22">
                        <label>22</label>
                        <mixed-citation publication-type="journal">Riggins, T., Blankenship, S. L., Mulligan, E., Rice, K., &amp; Redcay, E. (2015). Developmental differences in relations between episodic memory and hippocampal subregion volume during early childhood. Child Development, 86(6), 1710–1718.</mixed-citation>
                    </ref>
                                    <ref id="ref23">
                        <label>23</label>
                        <mixed-citation publication-type="journal">Susanto, A. (2017). The teaching of vocabulary: a perspective. Jurnal Kata: Penelitian Tentang Ilmu Bahasa Dan Sastra, 1(2), 182-191.</mixed-citation>
                    </ref>
                                    <ref id="ref24">
                        <label>24</label>
                        <mixed-citation publication-type="journal">Thornbury, S. (2002). How to teach vocabulary. Essex: Pearson Education Limited.</mixed-citation>
                    </ref>
                                    <ref id="ref25">
                        <label>25</label>
                        <mixed-citation publication-type="journal">Tulving, E. (2002). Episodic memory: from mind to brain. Annual review of psychology, 53, 1-25.</mixed-citation>
                    </ref>
                                    <ref id="ref26">
                        <label>26</label>
                        <mixed-citation publication-type="journal">Woolfolk, A. E. &amp; Nicolich, L. M. (1980). Education psychology for teachers. (2nd ed.). Englewood Cliffs, NJ: Prentice Hall.</mixed-citation>
                    </ref>
                                    <ref id="ref27">
                        <label>27</label>
                        <mixed-citation publication-type="journal">Wu, T. (2018). Improving the effectiveness of English vocabulary review by integrating ARCS with mobile game-based learning. Journal of Computer Assisted Learning, 34(3), 315–323.</mixed-citation>
                    </ref>
                                    <ref id="ref28">
                        <label>28</label>
                        <mixed-citation publication-type="journal">Zou D., Wang F. L., Xie H. R., Kohnke L. (2018). Game-based vocabulary learning in China and Hong Kong: Students’ evaluation of different word learning APPs. In Cheung S. K. S., Lam J., Li K. C., Au O., Ma W. W. K., Ho W. S. (Eds.), Technology in education: Innovative solutions and practices (pp. 44–55). Springer.</mixed-citation>
                    </ref>
                            </ref-list>
                    </back>
    </article>
