Synapse
⌘+K
Synapse
PulseExploreClubsResearchersJournals
Instagram
HomeClubsExplore
June 13, 2024Open Access

Enhancing Vocabulary Acquisition through Gamification

View Full Paper
Ask AI
Bookmark
Share

Authors

PJPreeti Jaiswal

Discussion

Loading...

Member takes

Overview

Randomized trial shows gamification improves vocabulary acquisition in students, suggesting a more engaging learning method.

Key Points

  • Gamification significantly enhanced vocabulary acquisition, leading to higher engagement and motivation among students.
  • In the gamified group, the mean post-test score was 86, compared to 78 in the control group, indicating a clear advantage.
  • Assessment was conducted using the Kahoot platform, which allowed for interactive and engaging vocabulary instruction among participants. 85% of students in the gamified group preferred this method over traditional worksheets, highlighting its effectiveness for retention and motivation. 92% reported finding it more enjoyable and effective.

Cite This Study

Preeti Jaiswal (2024) studied this question.

synapsesocial.com/papers/68e64e92b6db6435875df4e5https://doi.org/10.32388/pclda3
View Full Paper
Ask AI
Bookmark
Share

Also Consider

Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context:

  1. 1Enhancing Vocabulary Acquisition through Gamification2024 · 1 citations
  2. 2Gamification’s impact on vocabulary acquisition in intermediate-level English learners: case study, National University of Science and Technology, Oman2026
  3. 3The Effectiveness of Gamification Technique to Students’ English Vocabulary Acquisition for Seventh Grade Junior High School Students at SMP N 31 Medan2025
  4. 4The Impact of Kahoot on English Vocabulary Acquisition: A Study of Moroccan High School Students2025
  5. 5The impact of a gamified adaptive learning environment on English vocabulary acquisition2026