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شماره راهنما
PE 180
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پديد آورنده
رهبري كلاشمي،مه لق
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عنوان
تاثيرات استفاده از برنامه ي مبتني بر بازي كاهوت بر دريافت و توليد و حفظ واژگان در زبان آموزان دختر ايراني در مقطع متوسط
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عنوان به انگليسي
The Effect of Gamification through Kahoot! on Intermediate Female EFL Learners’ Receptive and Productive Lexical Size and Lexical Retention
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مقطع تحصيلي
كارشناسي ارشد
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رشته تحصيلي
آموزش زبان انگليسي
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محل تحصيل
پيام نور رشت
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تاريخ دفاع
1400/03/30
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مشخصات ظاهري
106ص.
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يادداشت
درجه ارزشيابي: خوب
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استاد راهنما
هدي ديوسر
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استاد مشاور
ابراهيم عزتي
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توصيفگر فارسي
يادگيري بر مبناي بازي , كاهوت , واژگان توليدي , واژگان درك شده , به خاطر سپاري واژگان
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توصيفگر لاتين
Game-based learning , Kahoot , Productive Vocabulary , Receptive Vocabulary , Vocabulary Retention
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شناسه هاي افزوده
ديوسر،هدي،راهنما , عزتي،ابراهيم،مشاور
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چكيده
Utilization of games in the process of learning and teaching led to the emergence of the concept of gamification. The present study investigated the effect of gamification through Kahoot! on the intermediate female EFL learners’ receptive and productive lexical size and lexical retention. This is a quasi-experimental research and the participants were selected non-randomly after taking the Oxford Placement Test. One group which was the experimental group (n = 16) received Kahoot application to work on it. And, the other group was the control group (n = 16). In 12 sessions, the link to the games created by the teacher, which was based on the words taught in the previous session, was shared with the students in the experimental group. Raw data obtained through the productive vocabulary test, receptive vocabulary test and retention test. SPSS software was used to analyze the data. To this end, the data obtained from the vocabulary tests were summed up and the procedures of descriptive statistics (comprising frequencies, means, standard deviations, etc.) together with inferential statistics namely, one-way MANOVA was implemented. The results revealed that the students in the experimental group outperformed the control group in terms of receptive and productive vocabulary size and their vocabulary retention. In addition, it was found that gamification leads to higher improvement in the participants’ receptive vocabulary size than the productive vocabulary size. Those teachers who are interested in implementing technology in the classroom to teach English language and those learners who are willing to employ application for learning English can benefit from the results of the study.
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تاريخ نمايه سازي
1401/01/24
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نام نمايه ساز
منتخبي
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شماره ركورد
66028
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