An Analysis of the Influence of Different Word Reciting Apps on College Students’ Word Memory from the Perspective of Gamification Learning
- DOI
- 10.2991/assehr.k.220706.104How to use a DOI?
- Keywords
- Gamification learning; second language acquisition; word learning software
- Abstract
Gamification learning refers to the introduction of game mode into general teaching activities in order to improve learners’ learning enthusiasm and teaching effect. The more common game elements are Level, Point, Reward, Challenge, Badge and Avatar, but the most commonly used are points, badges and Leaderboard. The purpose of this research is to investigate the effect of gamified learning on college students’ English word recitation. The feedback of “BaiCiZhan” and “BuBeiDanCi” were collected by issuing questionnaires. The information collected includes college students’ recognition of the two software learning methods, learning enthusiasm and learning effect. The influence of gamified learning on college students’ English word recitation is evaluated based on these three data. The results show that gamification learning fully mobilizes the enthusiasm of college students to recite words, but it is still slightly inferior to the traditional method of reciting words in terms of learning effect.
- Copyright
- © 2022 The Authors. Published by Atlantis Press SARL.
- Open Access
- This is an open access article distributed under the CC BY-NC 4.0 license.
Cite this article
TY - CONF AU - Jiurui Qiu PY - 2022 DA - 2022/07/14 TI - An Analysis of the Influence of Different Word Reciting Apps on College Students’ Word Memory from the Perspective of Gamification Learning BT - Proceedings of the 2022 3rd International Conference on Language, Art and Cultural Exchange(ICLACE 2022) PB - Atlantis Press SP - 547 EP - 553 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.220706.104 DO - 10.2991/assehr.k.220706.104 ID - Qiu2022 ER -