Proceedings of the 2022 3rd International Conference on Language, Art and Cultural Exchange(ICLACE 2022)

An Analysis of the Influence of Different Word Reciting Apps on College Students’ Word Memory from the Perspective of Gamification Learning

Authors
Jiurui Qiu1, *
1Shanxi University of Finance & Economics, Taiyuan, Shanxi, 030000, China
*Corresponding author. Email: 18403186@masu.edu.cn
Corresponding Author
Jiurui Qiu
Available Online 14 July 2022.
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.

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Volume Title
Proceedings of the 2022 3rd International Conference on Language, Art and Cultural Exchange(ICLACE 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
14 July 2022
ISBN
978-94-6239-592-3
ISSN
2352-5398
DOI
10.2991/assehr.k.220706.104How to use a DOI?
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  -