Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning
Abstract
:1. Introduction
- (1)
- Will the competition mechanism in game-based learning affect students’ English vocabulary learning effect and motivation?
- (2)
- In game-based learning, compared with individual competition, will the inter-group competition mode have more effective impact on students’ English vocabulary learning effect and motivation?
2. Literature Review
3. Research Design
3.1. Participants
3.2. Quizlet Live: Game-Based Vocabulary Learning Platform
3.3. Study Procedure
3.4. Instruments
3.4.1. Vocabulary Proficiency Test
3.4.2. Learning Motivation
3.4.3. Interview
4. Results
4.1. English Vocabulary Learning Effect
4.1.1. The Influence of the Competition Mechanism on Students’ English Vocabulary Learning Effect
4.1.2. The Influence of Different Competition Modes on Students’ English Vocabulary Learning Effect
4.2. Learning Motivation
4.2.1. The Influence of the Competition Mechanism on Students’ Learning Motivation
4.2.2. The Influence of Different Competition Modes on Students’ Learning Motivation
4.3. Interview Results
5. Discussion
6. Conclusions and Limitations
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Source | Mean | SD | df | F | p | ηp2 |
---|---|---|---|---|---|---|
Pre-test | ||||||
Class 1 | 70.12 | 7.23 | 2 | 2.44 | 0.094 | 0.060 |
Class 2 | 69.28 | 8.81 | ||||
Class 3 | 65.10 | 10.12 | ||||
Post-test | ||||||
Class 1 | 76.73 | 8.46 | 2 | 4.91 | 0.010 * | 0.116 |
Class 2 | 77.70 | 11.81 | ||||
Class 3 | 80.46 | 9.54 |
Source | Type III Sum of Squares | df | Mean Square | F | p |
---|---|---|---|---|---|
Corrected model | 2070.159 a | 2 | 1035.080 | 13.177 | 0.000 |
Intercept | 1218.989 | 1 | 1218.989 | 15.518 | 0.000 |
Pre-test | 1969.420 | 1 | 1969.420 | 25.071 | 0.000 |
Class | 381.516 | 1 | 381.516 | 4.86 | 0.032 * |
Error | 3927.671 | 50 | 78.553 | ||
Total | 337,245.000 | 53 | |||
Corrected total | 337,245.00 | 52 |
Source | Mean | SD | df | F | p | ηp2 |
---|---|---|---|---|---|---|
Pre-test | ||||||
Class 1 | 3.99 | 0.451 | 2 | 0.302 | 0.740 | 0.009 |
Class 2 | 3.87 | 0.658 | ||||
Class 3 | 3.98 | 0.576 | ||||
Post-test | ||||||
Class 1 | 3.14 | 0.56 | 2 | 16.93 | 0.000 *** | 0.336 |
Class 2 | 3.83 | 0.78 | ||||
Class 3 | 4.09 | 0.65 |
Source | Type III Sum of Squares | df | Mean Square | F | p |
---|---|---|---|---|---|
Corrected model | 6.681 a | 2 | 3.341 | 8.384 | 0.001 |
Intercept | 2.627 | 1 | 2.627 | 6.592 | 0.014 |
Pre-test | 5.878 | 1 | 5.878 | 14.752 | 0.000 |
Class | 0.339 | 1 | 0.339 | 0.850 | 0.362 |
Error | 17.133 | 43 | 0.398 | ||
Total | 742.583 | 46 | |||
Corrected total | 23.815 | 45 |
The Core Node | Free Node Name | Content, for Example |
---|---|---|
Study pressure reduced, weak vocabulary memory deepened | Vocabulary memory is easier and stronger | “I’ll remember it better, so I will remember the words in a more relaxed way” |
Clearly recognize and remember what went wrong | “Knowing where I went wrong so I won’t be wrong again” | |
Strong classroom atmosphere and high student participation | Strong immersion and happy learning | “The class is more interesting than before, which increases the interest and makes me feel I am involved in it” |
Combine learning and rest, improve learning interest | “Games, competitions, and learning together will make the class lively and interesting, and can liven up the atmosphere of the class” | |
Strengthen communication and obtain emotional support | Promote communication and cooperation among students | “It can promote mutual communication among students” |
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Liu, Y.-J.; Zhou, Y.-G.; Li, Q.-L.; Ye, X.-D. Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning. Sustainability 2022, 14, 6626. https://doi.org/10.3390/su14116626
Liu Y-J, Zhou Y-G, Li Q-L, Ye X-D. Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning. Sustainability. 2022; 14(11):6626. https://doi.org/10.3390/su14116626
Chicago/Turabian StyleLiu, Yu-Jiao, Ying-Ge Zhou, Qi-Long Li, and Xin-Dong Ye. 2022. "Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning" Sustainability 14, no. 11: 6626. https://doi.org/10.3390/su14116626
APA StyleLiu, Y. -J., Zhou, Y. -G., Li, Q. -L., & Ye, X. -D. (2022). Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning. Sustainability, 14(11), 6626. https://doi.org/10.3390/su14116626