Vision: Journal for Language and Foreign Language Learning
Vol 10, No 2 (2021)

The Effect of Gamified Flipped Classroom on the Improvement of Vocabulary Learning of Iranian Pre-Intermediate EFL Learners

Farhad Fahandezh (English Department, Bandar Abbas Branch, Islamic Azad University, Hormozgan)
Asieyeh Mohammadi (English Department, Bandar Abbas Branch, Islamic Azad University, Hormozgan)



Article Info

Publish Date
20 Oct 2021

Abstract

The current study aimed to improve vocabulary learning by using gamification in the flipped classroom context. To this end, all of the study’s population comprised high school learners at two high schools in Roodan, a city in Hormozgan, Iran. The participants were divided into three classes, class A consisting of 40 students, class B comprising 40 students, and class C consisting of thirty learners. All learners were female. In order to ensure that the learners were homogeneous, the Preliminary English Test (PET) was applied. Class A was chosen as the experimental group (gamified flipped classroom), whereas classes B and C were chosen as the control groups. Data were collected through the vocabulary and placement tests. Results indicate that gamification in the flipped context could have a significant effect on vocabulary improvement. This study suggests certain implications for English teachers, policymakers, and material developers. As a new teaching model, it offers a new method of vocabulary teaching.

Copyrights © 2021






Journal Info

Abbrev

VJ

Publisher

Subject

Arts Humanities

Description

VISION: Journal for Language and Foreign Language Learning, published twice a year, this journal, serving as a forum for the study of language teaching learning in Indonesia and other parts of the world within its local and challenging global context, supports focused studies of particular theme and ...