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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Collaborative learning via mobile language gaming and augmented reality: affordances and limitations of technologies

Perry, Bernadette 05 April 2022 (has links)
This research explores collaborative second language (L2) learning in gamified environments, and specifically examines affordances and limitations of mobile gamified language systems and augmented reality (AR) in supporting collaborative L2 learning. Therefore, this design-based research entailed the development and evaluation of two L2 AR gamified collaborative learning tools, Explorez and VdeUVic. At different locations on campus, players interact with characters that give them quests including clues or options to further the storyline. The gameplay interactions were designed to take place either in the form of written text or audio and video recordings, encouraging students to practice both oral and written language competencies. Three cohorts of FL2 university students playtested both gamified systems, and 58 students chose to participate in the study. The evaluation of the AR language tools was implemented by means of mixed-method case studies, collecting data of both a qualitative and quantitative nature, through pre- and post- play questionnaires, interviews, and video recordings of student gameplay interactions for analysis. This research examined the learners’ perceptions of their learning experience and in what ways students collaborated to complete the tasks. Additionally, the adaptation of Volet et al.’s (2009) collaborative learning framework permitted the examination of the learners content processing and social regulation during gameplay. The findings suggested the potential of AR gamified environments to facilitate high levels of interaction and collaboration. The analysis showed distinct patterns of collaborative learning across groups and sessions. Additionally, the findings identified patterns in the emergence of learners’ high-level co-regulation, as well as factors that assisted students in sustaining engagement of high-level co-regulation during gameplay. / Graduate
2

The Impact of Gamification on Vocabulary Acquisition : A Comparative Study of Two Student Response Systems in Enhancing Vocabulary Acquisition

Xerri, Cindy January 2024 (has links)
As digitalization continues to advance, digital tools have become omnipresent in the classroom, and Student Response Systems (SRSs) have emerged as a valuable tool for teachers. However, the added value and efficacy of integrating gamified SRSs, compared to non-gamified SRSs, in the classroom has yet to be fully explored. Furthermore, little attention has been paid to non-gamified SRSs. The present study examines how a gamified learning environment in SRSs impacts vocabulary acquisition compared to a non-gamified learning environment. To analyze this effect, a quantitative study was designed using statistical analyses such as the Shapiro-Wilk test, the Friedman test and the Wilcoxon signed-rank test. SRSs, namely Gimkit and Socrative, were selected to measure vocabulary acquisition. A total of 61 high school students studying English were enrolled in this study. Eighteen target words have been picked from two different vocabulary books designed to help students reach the C1 level in English. The selected words have all been identified as adjectives. The students were split into two class-based groups, and each was assigned a SRS to use for two 20-minute study sessions, happening at an interval of three days. To measure the effect of the two SRSs on vocabulary acquisition, three tests were conducted over three weeks. The students took a pre-test, an immediate post-test after the second study session, and a final delayed post-test two weeks later. The statistical analysis and the results of the three tests measuring vocabulary acquisition revealed a statistically significant improvement in vocabulary test scores for both groups in the short- and long-term. However, no statistical significance was shown for the test scores between the two groups: gamified and non-gamified learning environments. Hence, a gamified learning environment using SRSs was shown to have no statistical significance on vocabulary learning and retention compared to a non-gamified one. While digital tools are widely embraced, this study suggests that gamified SRSs, compared to non-gamified SRSs, may not offer a significant advantage in terms of vocabulary acquisition and retention. It is, therefore, important for the teachers to get to know their students and find the type of SRSs that suit their learning style best. Further studies could investigate the impact of gamified and non-gamified SRS on the students’ vocabulary acquisition and motivation over a school year to understand the effects better.

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