The Future of Education

Edition 15

Accepted Abstracts

Learning English Vocabulary through Games: Observing a Chinese EFL Classroom

Yunzhu Yan, Wenzhou-Kean University (China)

Zili Lin, Wenzhou-Kean University (China)

Yuetong Wang, Wenzhou-Kean University (China)

Ayse Taskiran, Wenzhou-Kean University (China)

Abstract

Teaching foreign languages requires extensive research into classroom practices. Without a clear understanding of what occurs in the classroom, conclusions about effective teaching methods may be misleading. Therefore, close observations of actual language classrooms can provide valuable insights for educators and curriculum planners. Additionally, when integrating innovative methods into language teaching, learning about the first-hand experiences of end users is crucial for making necessary improvements and creating optimal learning environments. This observational research aims to explore the effectiveness of gamified learning activities in teaching English vocabulary to primary school students at a public school in China through classroom observations. By utilizing this observational research technique, researchers had a chance to see how participants reacted to various situations in a real-world context, rather than in structured environments like research labs or focus groups. For the study, a fourth-grade classroom at a public primary school in China was selected using convenience sampling. Regular classroom observations took place during a three-week period of game-based vocabulary instruction. Following a naturalistic observation approach, researchers took detailed notes throughout the observations. Qualitative data obtained from the observations was analyzed thematically. Four researchers systematically organized and coded the data to identify themes and patterns. The coding process was inductive, allowing patterns to emerge directly from the data. The findings revealed three key themes including motivation, engagement and participation and social interaction. The themes were discussed in relation to language learning motivation and course design.

 

Keywords

Gamification; L2 English Learning; Student Engagement; Primary English Education

 

REFERENCES

[1] Li, X., Xia, Q., Chu, S. K. W., & Yang, Y. (2022). Using gamification to facilitate students’ self-regulation in e-learning: A case study on students’ L2 English learning. Sustainability, 14(12), 7008.

[2] Liao, X. (2003). Chinese secondary school EFL teachers’ attitudes towards communicative language teaching and their classroom practices (doctoral dissertation). The University of Auckland, Auckland, New Zealand

[3] Ortega, R. (2003). Play, activity, and thought: Reflections on Piaget's and Vygotsky's theories. Play and culture studies, 5, 99-116.

[4] Sun, J. C. Y., & Hsieh, P. H. (2018). Application of a gamified interactive response system to enhance the intrinsic and extrinsic motivation, student engagement, and attention of English learners. Journal of Educational Technology & Society, 21(3), 104-116.

[5] Vygotsky, L., & Cole, M. (2018). Lev Vygotsky: Learning and social constructivism. Learning Theories for Early Years Practice. UK: SAGE Publications Inc, 68-73.

 

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