Content area

Abstract

With advancements in technology, traditional college English vocabulary instruction faces challenges such as limited interactivity and student disengagement. Gamified computer-assisted instruction, which combines educational technology and psychology principles, has emerged as a solution. By incorporating game elements like points, task progression, and rewards, this approach creates an interactive and motivating learning environment. Based on constructivist and self-determination theories, this study tests a gamified framework using a self-developed platform. Results show that gamified tasks reduce resistance to learning, improve autonomous learning, and enhance collaboration. Compared to traditional methods, game mechanics increase language input/output and diversify learning approaches. This research offers practical and theoretical support for reforming English vocabulary instruction in higher education.

Details

Business indexing term
Title
Exploring Gamified Computer-Assisted Instruction in College English Vocabulary Teaching
Author
Tan, Yi 1 

 Zhengzhou Technology and Business University, China 
Volume
20
Issue
1
Pages
1-19
Number of pages
20
Publication year
2025
Publication date
2025
Publisher
IGI Global
Place of publication
Hershey
Country of publication
United States
ISSN
1548-1093
e-ISSN
1548-1107
Source type
Scholarly Journal
Language of publication
English
Document type
Journal Article
Publication history
 
 
Milestone dates
2025-01-01 (pubdate)
ProQuest document ID
3257483010
Document URL
https://www.proquest.com/scholarly-journals/exploring-gamified-computer-assisted-instruction/docview/3257483010/se-2?accountid=208611
Copyright
© 2025. This work is published under https://creativecommons.org/licenses/by/4.0/ (the "License").  Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.
Last updated
2025-12-29
Database
2 databases
  • Education Research Index
  • ProQuest One Academic