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JOURNAL REPORT 9

Title: Learning Outcomes, Motivation, and Satisfaction in Gamified English Vocabulary


Learning

Authors: Zhonggen Yu

Source: Yu, Z. (2023). Learning Outcomes, Motivation, and Satisfaction in Gamified English
Vocabulary Learning. Sage Open, 13(2). https://doi.org/10.1177/21582440231158332

A. Summary Of the Content

The study aims to investigate the effectiveness of gamified English vocabulary learning
compared to non-gamified methods in terms of learning outcomes, motivation levels, and
satisfaction. The participants were students from a public university in Beijing, China, divided
into two cohorts. Cohort A used a gamified app (Kingsoft Powerword) for vocabulary learning,
while Cohort B used a non-gamified approach. The participants were tested through pre- and
post-vocabulary tests and questionnaires. A quasi-experimental mixed design was employed,
including two experiments and a semi-structured interview. The experiments collected
quantitative data, while the interview gathered qualitative insights. The study tested three null
hypotheses: (1) Learning outcomes in gamified English vocabulary learning are not significantly
better than in non-gamified learning; (2) Motivation in gamified learning is not significantly
stronger than in non-gamified learning; (3) Satisfaction in gamified learning is not significantly
higher than in non-gamified learning. The alternative hypotheses proposed the opposite. The
findings indicated that gamified English vocabulary learning led to significantly better learning
outcomes, stronger motivation, and higher satisfaction levels compared to non-gamified
methods.

B. Discussion

In the discussion section the study discusses the alignment of the study's findings with previous
research, the factors contributing to improved learning outcomes in gamified English vocabulary
learning, the impact of gamification on motivation and satisfaction levels, and the insights gained
from the semi-structured interviews conducted as part of the study. The paragraph provides a
comprehensive analysis of how gamification enhances the learning experience, motivates
learners, and increases satisfaction levels in English vocabulary acquisition.

C. Further Research
Future research could include various serious games to testify the effect of gamification on
English vocabulary learning. Interdisciplinary cooperation (Yu et al., 2020) between linguistics,
statistics, education, and computer technology could also be implemented to study the effect of
gamification.

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