2023
DOI: 10.21203/rs.3.rs-3090535/v1
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Flipped Classroom with Gamified Technology and Paper-based Method for Teaching Vocabulary

Abstract: A sequential explanatory research design was used to examine the effectiveness of flipped classroom with gamified technology and paper-based method in teaching vocabulary to students with different proficiency levels. Quantitative data was gathered from a pretest and a posttest, whilst qualitative data was collected through teachers’ guided reflection. Using Academic Word List (300 target words), control groups employed a paper-based, while experimental groups applied gamified technology (Quizlet, Kahoot!, Qui… Show more

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Cited by 3 publications
(1 citation statement)
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“…Gamification using XR technology increases student engagement while learning foreign languages. Several studies attest that XR creates an interactive and realistic environment in learning environments, promoting student engagement (Ratinho & Martins, 2023;Pratiwi et al, 2023;Akram & Abdelrady, 2023). It is believed that XR technology has a positive effect on learning experiences (Bonner and Reinders, 2018;Alshumaimeri and Mazher, 2023).…”
Section: The Affordances Of Ar and Vr For Language Educationmentioning
confidence: 99%
“…Gamification using XR technology increases student engagement while learning foreign languages. Several studies attest that XR creates an interactive and realistic environment in learning environments, promoting student engagement (Ratinho & Martins, 2023;Pratiwi et al, 2023;Akram & Abdelrady, 2023). It is believed that XR technology has a positive effect on learning experiences (Bonner and Reinders, 2018;Alshumaimeri and Mazher, 2023).…”
Section: The Affordances Of Ar and Vr For Language Educationmentioning
confidence: 99%