The use of wordwall to improve vocabulary learning for graders of Reinaldo Espinoza School
Resumen
The vocabulary of a language is the main basis on which language skills are based, whether oral or written. In this research, the researcher used gamification to increase the acquisition of English vocabulary and the pleasure of learning among students at Colegio Reynaldo Spinoza. To achieve the research objectives, the researcher developed activities based on gamification using the Wordwall site. To evaluate the effectiveness of these activities, she developed an English vocabulary test and a enjoyment of learning scale. The researcher chose a sample of 80 students. This sample was divided into two groups: experimental group (40 students) and control group (40 students). The results showed that there is a significant difference between the average scores of the students of the experimental group in the pre-test and in the post-test of vocabulary in favor of the post-test, that there is a significant difference between the average scores of the students of the control group and those of the experimental group in the vocabulary posttest in favor of the experimental group. Likewise, the results showed that there is a significant difference between the average scores of the learners of the experimental group in the pre and pleasure of learning scale in favor of the post scale, that there is a significant difference between the mean scores of the students of the control group and those of the experimental group after the administration of the pleasure of learning scale in favor of the experimental group. This research recommends using gamification to increase vocabulary acquisition and the pleasure of learning among high school students.