Pariyanuch Kimhachandra. The effects of using gamification in enhancing the medical vocabulary learning of English III nursing students at a private university in Nakhon Pathom. (). มหาวิทยาลัยคริสเตียน. ศูนย์วิทยบริการและหอสมุด. : , 2562.
The effects of using gamification in enhancing the medical vocabulary learning of English III nursing students at a private university in Nakhon Pathom
Abstract:
The purpose of this research study was to investigate the relationship between gamification with medical vocabulary learning. The researcher employed a quasi-experimental research design within a group of 16 nursing students enrolled in English III reading class. A paired T-test statistical analysis was used to examine the results of pre-test and post-test while, an attitudinal survey was used for the opinions of the students/participants. The gamification such as Kahoot! and Quizizz game-based online platform intervention took 10 hours for two months apart from an hour for pre-test on the first day, and another hour for a post-test on the last day. The results indicated a significant difference of 0.01 in favor of the post-test in which students had significantly improved their medical vocabulary learning; while the students/participants opinions of gamification were overwhelmingly positive. The findings of this study were akin to that of previous research indicating gamification such as Kahoot! and Quizizz enhanced the medical vocabulary learning. Most significantly, based on the findings of the present research, it was suggested that the use of gamification could enhance the medical vocabulary learning of the students