Exploring Italian language learners’ perceptions regarding the use of gamification to learn vocabulary at the Centro de Lenguas Extranjeras (CELE) of the Benemérita Universidad Autónoma de Puebla

Date
2023-10
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Benemérita Universidad Autónoma de Puebla
Abstract
"This research mainly aims to identify what kind of tools of Gamification are currently used to learn vocabulary in Italian classes, as well as explore to what extent the students consider that those tools have helped them to learn Italian vocabulary and the advantages and disadvantages that Italian students at Centro de Lenguas Extranjeras (CELE) report using Gamification. This is a mixed Method study. The instrument to carried out this study includes open questions, where students can describe their opinions, and feelings about the use of Gamification in Italian class (qualitative), also close questions, and multiple-choice, where students answered just yes or no according to their opinion (quantitative) and the information was collected through a questionnaire to 28 students from the Italian courses at CELE of the Benemérita Universidad Autónoma de Puebla, Mexico. The results of this study revealed interesting findings answering the four research questions that guided this research, which stated that Italian students have never heard of the concept or objective of Gamification, but they have used three Gamification tools in their Italian classes Kahoot, Duolingo, and Edmodo".
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