ISSN: 2222-6990
Open access
This research investigates the views of students in a home school centre from Setia Alam towards the effectiveness of using gamification tools in teaching vocabulary. In recent years, numerous game-based technologies have been developed with the aim of providing fun yet meaningful experience to their users. These technologies are also common among students in the ESL classroom since they act as supplements for effective game-based classroom activities. Many studies have proven that game-based learning had motivated students to participate and engage actively in learning as it creates positive feelings among them. This study seeks to explore students’ attitudes towards the usage of gamification tool to enhance vocabulary skills, the different attitudes of male and female students toward using gamification tool to learn vocabulary and the differences of vocabulary scores between the traditional method of teaching and when gamification is used when teaching. This study was conducted both quantitatively and qualitatively with the participation of 60 students. The prime data was collected via questionnaires using Google Forms Survey which was later analysed descriptively. Data collected from the interview was used to supplement the findings. The findings report that Kahoot! is proven to be useful and effective for students in the ESL classroom. The study provides insights for better implementation of game-based technologies in the English language classroom curriculum.
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In-Text Citation: (Thiagarajah et al., 2022)
To Cite this Article: Thiagarajah, K., Ng, M. M., Jeyaraja, S. S. B., Gunasehgaran, V., & Maniam, M. (2022). Effectiveness of Gamification Tool in Teaching Vocabulary. International Journal of Academic Research in Business and Social Sciences, 12(9), 1046 – 1063.
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