You are here:

Using Digital Game-Based Learning to Increase Vocabulary Fluency and Motivation
PROCEEDING

, , University of Houston-Victoria, United States

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Las Vegas, NV, United States ISBN 978-1-939797-35-3 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

This paper reports the findings of a pilot study using a digital game-based learning module (DGBL) designed to increase pre-service teachers’ vocabulary fluency of one competency area covered on a state teacher certification exam. Findings revealed that DGBL was an effective learning tool that motivated students to complete the module as well as increase their fluency rates. Outcomes justify creating additional DGBL modules for test preparation.

Citation

Lasater, M. & Vafa, S. (2018). Using Digital Game-Based Learning to Increase Vocabulary Fluency and Motivation. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 690-693). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). Retrieved August 9, 2024 from .

References

View References & Citations Map

These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.

Suggest Corrections to References

Slides