The use of online games for vocabulary acquisition in 1st year students
| dc.contributor.advisor | Stagg, Graham | |
| dc.contributor.author | Reyes Cobis, Diomary del Valle | |
| dc.date.accessioned | 2026-06-25T14:52:14Z | |
| dc.date.available | 2026-06-25T14:52:14Z | |
| dc.date.issued | 2026-04-29 | |
| dc.description | TESIS-MAESTRĂŤA | |
| dc.description.abstract | This research explored how gamification, constructivism, and game-based learning can improve vocabulary acquisition and motivation in first-year EFL students at a private school in Ecuador. The study was conducted with a group of sixteen learners positioned within the pre-A1 to A2 proficiency range, whose initial performance reflected limited retention, recurrent grammatical difficulties, and a minimal level of engagement in conventional instructional contexts; throughout a four-week period, the participants engaged in a sequence of tasks developed through the use of digital environments, for instance: Games to Learn English and ESL Games, in which interactive exercises were integrated with feedback mechanisms and opportunities for collaborative interaction. The methodological framework adopted a mixed-method, quasi-experimental orientation that incorporated instruments such as interviews, surveys, assessments of oral accuracy, and observations of participation, while also examining the reduction of interference from the learners’ first language. The results revealed an increased confidence among the participants in the use of English across both oral and written domains, thereby illustrating the pedagogical potential of approaches that fuse playful principles with constructivist perspectives in the process of language acquisition; these outcomes establish that the inclusion of digital resources and game-based dynamics facilitates the creation of learning experiences that are more sustained and cognitively valuable for students exhibiting low initial motivation. Furthermore, the research underlines the necessity of designing learning spaces oriented toward the learner, in which communication, reflective engagement, and active involvement collectively contribute to the continuous development of linguistic competence through a more interactive and participatory process. | |
| dc.description.sponsorship | Universidad Bolivariana del Ecuador | |
| dc.identifier.citation | Reyes Cobis, D. del V. (2026). The use of online games for vocabulary acquisition in 1st year students. Universidad Bolivariana del Ecuador. | |
| dc.identifier.other | MAESTRÍA EN PEDAGOGÍA DEL INGLÉS COMO LENGUA EXTRANJERA | |
| dc.identifier.uri | https://dspace.ube.edu.ec/handle/123456789/3805 | |
| dc.language.iso | en_US | |
| dc.publisher | Universidad Bolivariana del Ecuador | |
| dc.relation.ispartofseries | PM-PI-A24-01P1-10; 17595954060 | |
| dc.rights | http://purl.org/coar/access_right/c_abf2 | |
| dc.subject | Gamification | |
| dc.subject | language acquisition | |
| dc.subject | online games | |
| dc.title | The use of online games for vocabulary acquisition in 1st year students | |
| dc.title.alternative | El uso de juegos en lĂnea para la adquisiciĂłn de vocabulario en estudiantes de primer año | |
| dc.type | Thesis |
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