Boosting vocabulary acquisition in 3rd grade primary learners through strategic Gamification

dc.contributor.advisorContreras Falcones, Alexis Mariana
dc.contributor.authorGranda Beltrán, Ghislaine Dennise
dc.date.accessioned2026-07-09T16:14:00Z
dc.date.available2026-07-09T16:14:00Z
dc.date.issued2025-01-29
dc.descriptionTESIS-MAESTRÍA
dc.description.abstractThis research aimed to improve vocabulary acquisition in A1-level English learners through the activities of Gamification at the Billiken educational unit. The study focused on addressing the challenges faced by students in developing vocabulary skills such as meaning, speech rate, pronunciation accuracy, vocabulary usage, and interactive communication. The primary objectives were to to examine the effectiveness of the implementation of game strategies in vocabulary acquisition, investigate the conceptual foundations of gamification and vocabulary, examine the relevance of gamification activities in English language learning in an EFL class and identify gamification elements to increase motivation and lexical retention to improve fluency on vocabulary and evaluate their accuaracy through pre-and post-tests. A mixed-methods approach was adopted, combining quantitative data from surveys and preand post-tests with qualitative insights from interviews and classroom observations. The instruments used included a diagnostic test to assess the learners' initial vocabulary acquisition, surveys to gather student and teacher perceptions, and structured interviews to explore the needs of the learners. The research was conducted over two months intervention, during which Gamification activities were implemented to engage learners in vocabulary acquisition. The findings demonstrated a significant improvement in vocabulary acquisition, with notable progress in speech, pronunciation and vocabulary usage. Students also showed enhanced interactive communication skills, demonstrating greater confidence and ability in managing conversations. The study concludes that vocabulary acquisition used w ith well-designed Gamification activities, is an effective approach for enhancing oral fluency in English learners. These results suggest that Gamification activities can be a valuable tool for educators seeking to improve vocabulary acquisition in A1-level students. The study recommends provide more accurate results on the long-term effectiveness of vocabulary acquisition, possible changes in educators' perspectives and the ability of teaching practices to adjust to sustained use of these technologies in language learners.
dc.description.sponsorshipUniversidad Bolivariana del Ecuador
dc.identifier.citationGranda Beltrán, G. D. (2025). Boosting vocabulary acquisition in 3rd grade primary learners through strategic Gamification [TESIS MAESTRÍA]. Universidad Bolivariana del Ecuador.
dc.identifier.otherMAESTRÍA EN PEDAGOGÍA DEL INGLÉS COMO LENGUA EXTRANJERA
dc.identifier.urihttps://dspace.ube.edu.ec/handle/123456789/3851
dc.language.isoen_US
dc.publisherUniversidad Bolivariana del Ecuador
dc.relation.ispartofseriesPM-PI-A23-03P2-08; 09127360550
dc.rightshttp://purl.org/coar/access_right/c_abf2
dc.subjectVocabulary acquisition
dc.subjectgamification
dc.subjectpronunciation accuracy
dc.subjectenglish language learning
dc.subjectmanaging conversations
dc.titleBoosting vocabulary acquisition in 3rd grade primary learners through strategic Gamification
dc.title.alternativeFortalecimiento de la adquisición de vocabulario en estudiantes de tercer grado de educación primaria mediante la gamificación estratégica
dc.typeThesis
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