2021
DOI: 10.15294/elt.v10i1.42775
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Implementing a mobile application Quizlet to help Senior High School students learn vocabulary

Abstract: This study analyzed how Quizlet, a digital vocabulary learning platform, was implemented in helping students learn vocabulary and how students perceive the application. There were 13 high school students of a private school in Yogyakarta who took part in this study. The vocabulary studied were taken from the students' course book which was on the level B2 of CEFR. This research employed CAR (Classroom Action Research) as its methodology. The findings of this research suggested that the students were engaged wh… Show more

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Cited by 8 publications
(8 citation statements)
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“…Therefore, many instructors and teachers have used Quizlet as a gamified learning vocabulary activity which enhances students' outcomes [25][26][27]. Also, as examined by a number of researchers and educators, the results showed that one of the most cutting-edge tools for language learners is Quizlet, which is an effective onlinebased learning application [28][29][30][31][32][33][34]. It is no doubt that the use of Quizlet for learning vocabulary is efficient.…”
Section: Introductionmentioning
confidence: 99%
“…Therefore, many instructors and teachers have used Quizlet as a gamified learning vocabulary activity which enhances students' outcomes [25][26][27]. Also, as examined by a number of researchers and educators, the results showed that one of the most cutting-edge tools for language learners is Quizlet, which is an effective onlinebased learning application [28][29][30][31][32][33][34]. It is no doubt that the use of Quizlet for learning vocabulary is efficient.…”
Section: Introductionmentioning
confidence: 99%
“…Thirdly, it helps the students to be more active in the classroom and lastly, the game makes the students more enthusiastic in doing the test. Prayogi and Wulandari (2021) analysed how quizlet, a digital vocabulary learning platform, was implemented in helping students learn vocabulary and how students perceive the diverse activities in the application such as flashcards, learn, write, spell, match, and test. A comparative study (Balqis et.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Two primary factors influence users' acceptance of the latest technology; 1) perceived usefulness and 2) perceived ease of use (Davis, 1989), which are related to learners' attitudes towards the newly applied system. TAM is used to predict users' attitudes towards how specific technology systems could improve task performance (Surendran, 2012 as cited in Prayogi & Wulandari, 2021), based on two primary constructs: perceived usefulness and perceived ease of use. Therefore, the level of acceptance can be determined by the users' responses to the TAM constructs.…”
Section: Theoretical Frameworkmentioning
confidence: 99%