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dc.contributor.author | Cancino, Marco | es_ES |
dc.contributor.author | Viguera, Camila | es_ES |
dc.date.accessioned | 2024-07-16T07:19:22Z | |
dc.date.available | 2024-07-16T07:19:22Z | |
dc.date.issued | 2024-07-08 | |
dc.identifier.issn | 1886-2438 | |
dc.identifier.uri | http://hdl.handle.net/10251/206146 | |
dc.description.abstract | [EN] Although many studies addressing gamified approaches have documented the performance and perceptions of adult EFL learners, little research has been conducted with younger students and with a focus on specific linguistic components. Therefore, the present study assessed the impact of a gamified approach involving the use of Kahoot! on the vocabulary learning and vocabulary self-efficacy of 122 primary EFL school learners. A quasi-experimental design was applied where participants were divided into an experimental group (n = 57) that was exposed to vocabulary learning through Kahoot! and a control group (n = 65) that received traditional coursebook instruction. Ten target words were assessed through a vocabulary learning post-test, while vocabulary self-efficacy was evaluated through a questionnaire. Results revealed that both groups performed equally well regarding lexical gains, and that students in the experimental group significantly increased their vocabulary self-efficacy when compared to the control group. Pedagogical implications are discussed. | es_ES |
dc.language | Inglés | es_ES |
dc.publisher | Universitat Politècnica de València | es_ES |
dc.relation.ispartof | Revista de Lingüística y Lenguas Aplicadas | es_ES |
dc.rights | Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) | es_ES |
dc.subject | Gamification | es_ES |
dc.subject | Vocabulary learning | es_ES |
dc.subject | Vocabulary self-efficacy | es_ES |
dc.subject | EFL learning | es_ES |
dc.title | The impact of a gamified approach on vocabulary learning and vocabulary self-efficacy: evidence from a chilean primary EFL school | es_ES |
dc.type | Artículo | es_ES |
dc.identifier.doi | 10.4995/rlyla.2024.19932 | |
dc.rights.accessRights | Abierto | es_ES |
dc.description.bibliographicCitation | Cancino, M.; Viguera, C. (2024). The impact of a gamified approach on vocabulary learning and vocabulary self-efficacy: evidence from a chilean primary EFL school. Revista de Lingüística y Lenguas Aplicadas. 19:33-43. https://doi.org/10.4995/rlyla.2024.19932 | es_ES |
dc.description.accrualMethod | OJS | es_ES |
dc.relation.publisherversion | https://doi.org/10.4995/rlyla.2024.19932 | es_ES |
dc.description.upvformatpinicio | 33 | es_ES |
dc.description.upvformatpfin | 43 | es_ES |
dc.type.version | info:eu-repo/semantics/publishedVersion | es_ES |
dc.description.volume | 19 | es_ES |
dc.identifier.eissn | 1886-6298 | |
dc.relation.pasarela | OJS\19932 | es_ES |