Exploring Gamified Computer-Assisted Instruction in College English Vocabulary Teaching

With advancements in technology, traditional college English vocabulary instruction faces challenges such as limited interactivity and student disengagement. Gamified computer-assisted instruction, which combines educational technology and psychology principles, has emerged as a solution. By incorporating game elements like points, task progression, and rewards, this approach creates an interactive and motivating learning environment. Based on constructivist and self-determination theories, this study tests a gamified framework using a self-developed platform. Results show that gamified tasks reduce resistance to learning, improve autonomous learning, and enhance collaboration. Compared to traditional methods, game mechanics increase language input/output and diversify learning approaches. This research offers practical and theoretical support for reforming English vocabulary instruction in higher education.

Authors

Institutions

Publication Details

Journal
International Journal of Web-Based Learning and Teaching Technologies
Published
2025-09-30
DOI
https://doi.org/10.4018/ijwltt.390256
Citations
1
Primary Topic
Educational Technology and Pedagogy
Type
article
Field-Weighted Citation Impact
2.48
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Exploring Gamified Computer-Assisted Instruction in College English Vocabulary Teaching

Yi Tan
1 citations
International Journal of Web-Based Learning and Teaching Technologies
Educational Technology and Pedagogy
2.48
article

Exploring Gamified Computer-Assisted Instruction in College English Vocabulary Teaching

Yi Tan
article en
1 citations

Abstract

With advancements in technology, traditional college English vocabulary instruction faces challenges such as limited interactivity and student disengagement. Gamified computer-assisted instruction, which combines educational technology and psychology principles, has emerged as a solution. By incorporating game elements like points, task progression, and rewards, this approach creates an interactive and motivating learning environment. Based on constructivist and self-determination theories, this study tests a gamified framework using a self-developed platform. Results show that gamified tasks reduce resistance to learning, improve autonomous learning, and enhance collaboration. Compared to traditional methods, game mechanics increase language input/output and diversify learning approaches. This research offers practical and theoretical support for reforming English vocabulary instruction in higher education.

International Journal of Web-Based Learning and Teaching TechnologiesVol. 20(1)
Zhengzhou Business University (CN)
Openalex Percentile: Top 8%
Educational Technology and Pedagogy
2.48
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.