Effects of using quizizz and wordwall to acquire vocabulary as a foreign language in second-grade students

Adriana Cecibel Pesántez-Sigüenza, Shalena Silvana Naranjo-Andrade

Resumen


Due to the lack of basic vocabulary in young learners, it is crucial to identify the best way to help them to acquire vocabulary memorably. Games are created to innovate the learning process. Thus, in this research analyzes the impact of games on vocabulary acquisition in elementary EFL learners to find the effects of using Quizizz and Wordwall and identify learners' perceptions towards the use of those games is important. The appropriate research method for this project is a critical literature review through a mixed-method approach with qualitative and quantitative studies using those two games. This analysis will discuss the best way to teach vocabulary through an online game, adapting it to the English class and using the technological tools differently. Considerable literature on the effects of online games provides us with a general idea and guidance to innovate the English classes toward using games. The study findings will provide insights into the benefits of using Quizizz and Wordwall games in English classrooms, showing the real effects of those games on students' performance to help teachers incorporate them adequately.

Keywords:

Games, vocabulary, motivation, learning process, interaction.

 

RESUMEN

Debido al déficit de vocabulario básico en los jóvenes estudiantes, es crucial identificar la mejor manera de ayudarlos a adquirir vocabulario de una manera memorable. Los juegos se crean para innovar el proceso de formación y/o aprendizaje, por ello esta investigación analiza el impacto de los juegos en la adquisición de vocabulario en estudiantes de primaria que estudian inglés como lenguaje extranjero para descubrir los efectos del uso de Quizizz y Wordwall, así como para identificar las percepciones de los estudiantes con el uso. de esos juegos El método de investigación apropiado para este proyecto es una revisión crítica de literatura por medio del enfoque de método mixto con estudios cualitativos y cuantitativos sobre el uso de esos dos juegos. En este análisis se discutirá la mejor manera de enseñar vocabulario a través de juego en línea para adaptarlos a la clase de inglés y con ello hacer uso de las herramientas tecnológicas de una manera diferente. Hay mucha literatura disponible sobre los efectos de los juegos en línea que nos brinda una idea general y una guía para innovar las clases de lengua extranjera con el uso de dichos juegos. Los hallazgos del estudio proporcionarán información sobre los beneficios del uso de juegos Quizizz y Wordwall en las aulas de inglés, mostrando los efectos reales de esos juegos en el desempeño de los estudiantes para ayudar a los maestros a incorporarlos de manera adecuada.

Palabras clave:

Juegos, vocabulario, motivación, proceso de aprendizaje, interacción. 


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Referencias


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ISSN on line: 2631-2662

ISSN impreso: 2661-6521