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A Study On The Application Of Gamification Teaching Method Based On “5Cs” Framework To English Vocabulary Teaching In Junior High School

Posted on:2024-03-22Degree:MasterType:Thesis
Country:ChinaCandidate:T T ZhangFull Text:PDF
GTID:2555307058958749Subject:Education
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Vocabulary is one of the three elements of language(phonology,vocabulary,and grammar)and is the main bearer of meaning conveyed by language,and vocabulary teaching is an essential part of English teaching.For junior high school students,vocabulary is the most important factor that constrains their learning.The English Curriculum Standards for Compulsory Education(revised edition 2021)requires junior high school students to achieve1600-1800 words by the time they graduate and to be able to understand and comprehend the basic meanings of words and their meanings in specific contexts.However,in junior high school English teaching,teachers have been using a fixed teaching method for a long time,leading to problems such as students’ easy confusion of vocabulary word meanings in vocabulary learning.Therefore,it is crucial for teachers to find effective ways to teach vocabulary and help students improve their vocabulary learning.The Organization for Economic Cooperation and Development(OECD)(2018)proposes six innovative teaching methods and a teaching framework including “combination,connoisseurship,content,context and change”,which is the “5Cs” teaching framework,and points out that the gamification teaching method,as one of the innovative teaching methods,is important to be combined with the “5Cs” framework to guide classroom teaching.Based on the Hierarchy of Needs Theory,Tower of Experience Theory,and Flow Theory,this study is conducted in two Grade 8 classes in a junior high school in Yining City over a12-week teaching experiment.The researcher attempted to address the following two questions:(1)What is the impact of the gamification teaching method based on “5Cs”framework on students’ English vocabulary scores?(2)What is the impact of the gamification teaching method based on “5Cs” framework on students’ attitudes toward English vocabulary learning?After the experiment,the researcher used SPSS 26.0 software to analyze and discuss the results of the experiment,and the major findings are as follows.(1)The gamification teaching method based on “5Cs” framework can significantly improve students’ English vocabulary scores.Before the experiment,there is no significant difference in the mean scores of the pretest between EC and CC(p= 0.889>0.05).After the experiment,the mean post-test scores of EC are significantly higher than those of CC,therefore,there is a significant difference between the mean post-test scores of EC and CC(p=0.001<0.05).Also,the mean scores of EC on the post-test are significantly higher than the pretest(p=0.000<0.05).And there is no significant difference between the mean scores of pretest and post-test in CC(p=0.063>0.05).(2)According to the questionnaires,the gamification teaching method based on “5Cs”framework helps students cultivate a good attitude toward English vocabulary learning.Specifically in the following three aspects: first,students’ self-evaluation of English vocabulary learning has improved;secondly,students have a positive attitude toward the gamification teaching method based on “5Cs” framework;thirdly,students’ initiative in English vocabulary learning has increased significantly.Based on the above research findings,this study proposes the following teaching implications for junior high school English teachers to effectively apply the gamification teaching method based on “5Cs” framework in vocabulary teaching.(1)The design or selection of gamification teaching activities should not only meet the developmental level of junior high school students,but also be challenging to students so as not to discourage students’ learning enthusiasm or increase their anxiety in learning English vocabulary.(2)Teachers should focus on students’ “direct experience”,that is,immersion in gamification activities.The direct input and output of students are the primary focus of the gamification activities.
Keywords/Search Tags:Gamification Teaching Method, “5Cs” Framework, Vocabulary Teaching, Junior High School English
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