The Effects of Mobile-Assisted Vocabulary Learning in Undergraduate EFL Classes

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Researchers say vocabulary knowledge is the most essential factor contributing to reading comprehension, however, a concrete methodology of learning vocabulary that is effective has not been established and is often still neglected in Japan today. Undergraduate EFL students are up against difficulties in their reading classes because of insufficiencies in their vocabulary knowledge. The incorporation of educational technologies via Wi-Fi enabled smartphones which are like a handy and ubiquitous personal computer, creates an opportunity for EFL students to extend their vocabulary learning and to gamify learning at the same time. This paper investigates (1) the effectiveness of implementing a game-based educational platform in a university EFL class to improve students' vocabulary acquisition performance, and (2) what kind of educational benefits or increases in efficiency does ICT-based education tools give to teachers and students. This research project using Kahoot! and Quizlet, free game-based educational platforms, was conducted in a Japanese undergraduate first-year reading class composed of 28 students. This research was done in the spring semester of 2017 from April until July. Post-semester questionnaires were carefully reviewed and uncovered that learners felt game-based instruction promoted their motivation for vocabulary learning. Furthermore, a significant difference was found in the undergraduate class that indicated higher achievement in vocabulary learning. Additionally, this study proved that Kahoot! and Quizlet can be a vital and new-style formative evaluation tool to make sure of the student's vocabulary learning progress. Lastly, this survey proposes several positive suggestions for vocabulary learning by using ICT in EFL university classrooms.

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