Exploring the impact of digital gamification on Korean EFL students’ vocabulary learning: The use of Nearpod

  • Angel, Khyiah (Principal Investigator/Chief Investigator A)
  • Park, Munhui (Student Investigator)

Project: HDR ProjectPhD

Project Details

Description

Integrating digital technologies into English as a Foreign Language (EFL) learning has become increasingly prevalent with the rapid
development and widespread use of technology devices (Jeong, 2023). There have been studies on digital learning to enhance language
learning further, improving students’ language proficiency, engagement, and motivation. However, the academic literature searches found
limited research on the relationship between digital gamified learning and vocabulary acquisition in the South Korean context.
Gamification can facilitate learners’ motivation, interest, and engagement in class, improving their confidence and learning goals (Choi &
Bae, 2021; Ha, 2023; Jeong, 2023; Moon & Ahn, 2022). This study will explore two things. First, it will be about the impact of digital gamified
activities using the online platform Nearpod on Korean Year 5 EFL students’ vocabulary acquisition, focusing on their perceptions of
motivation, interest, confidence, and engagement.
Second, it will investigate the perceptions of elements such as points, badges, rewards, and leaderboards through digital gamified
activities. Designed as a case study, the research applies a mixed methods approach to data collection through semi-structured interviews,
pre-/post-vocabulary tests, observation, and focus group interviews.
StatusNot started

Fingerprint

Explore the research topics touched on by this project. These labels are generated based on the underlying awards/grants. Together they form a unique fingerprint.