[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-0-en-105":3,"doc-detail-428194-en":59,"doc-seo-428194-105":82},{"code":4,"msg":5,"data":6},0,"success",[7,13,18,23,28,33,38,43,48,51,55],{"id":8,"doc_module":4,"doc_module_name":9,"category_name":10,"show_sort_weight":11,"slug":12},1,"Document","Story & Novel",90,"story-novel",{"id":14,"doc_module":4,"doc_module_name":9,"category_name":15,"show_sort_weight":16,"slug":17},2,"Literature",80,"literature",{"id":19,"doc_module":4,"doc_module_name":9,"category_name":20,"show_sort_weight":21,"slug":22},4,"Exam",70,"exam",{"id":24,"doc_module":4,"doc_module_name":9,"category_name":25,"show_sort_weight":26,"slug":27},5,"Comic",60,"comic",{"id":29,"doc_module":4,"doc_module_name":9,"category_name":30,"show_sort_weight":31,"slug":32},6,"Technology",50,"technology",{"id":34,"doc_module":4,"doc_module_name":9,"category_name":35,"show_sort_weight":36,"slug":37},7,"Healthcare",40,"healthcare",{"id":39,"doc_module":4,"doc_module_name":9,"category_name":40,"show_sort_weight":41,"slug":42},8,"Research & Report",30,"research-report",{"id":44,"doc_module":4,"doc_module_name":9,"category_name":45,"show_sort_weight":46,"slug":47},9,"Religion & Spirituality",20,"religion-spirituality",{"id":46,"doc_module":4,"doc_module_name":9,"category_name":49,"show_sort_weight":46,"slug":50},"World Cup","world-cup",{"id":52,"doc_module":4,"doc_module_name":9,"category_name":53,"show_sort_weight":52,"slug":54},10,"Lifestyle","lifestyle",{"id":56,"doc_module":4,"doc_module_name":9,"category_name":57,"show_sort_weight":24,"slug":58},19,"General","general",{"code":4,"msg":5,"data":60},{"doc_id":61,"user_id":62,"nickname":63,"user_avatar":64,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":66,"doc_content":67,"file_id":68,"file_url":69,"file_type":70,"file_size":71,"view_count":72,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":73,"language":74,"language_code":75,"site_id":76,"html_lang":75,"table_of_contents":77,"faqs":78,"seo_title":79,"seo_description":66,"update_tm":80,"read_time":81},428194,962090883219,"RuangKosong","https://ap-avatar.wpscdn.com/davatar_276721f389ce27ea32af1340a28f341c","Digital Gamification in Memory Recall of English Vocabulary with Lower Elementary Students","Vocabulary is fundamental to English language learning, yet long word lists and meanings can be ineffective, tedious, and boring for lower elementary learners. This study uses a positivist, quasi-experimental, individual action research design to examine Bamboozle’s impact on memory recall and motivation among Grade 2 Thai ESL students (CEFR A2–B2). Over four weeks, students completed repeated word-list assessments and questionnaires. Results show clear learner motivation benefits, but Bamboozle was not more effective than traditional presentation and repetition for recall.","Digital gamification in memory recall of English vocabulary with  \nlower-elementary students  \nDerryn Jackson, M.S.IET, European International University, Paris, 2022  \nABSTRACT  \nVocabulary is key to English language learning; it is the basis of all languages. However, learning long lists of words and their meanings can be ineffective, tedious, and boring. This is especially true for lower elementary students as they navigate school life and development. Can digital gamification solve this problem?  \nThe purpose of this positivist approach, quasi-experimental, individual action research, is to investigate the effects of using a digital gamification tool called Bamboozle on memory recall and to explore the effects of digital gamification as an instructional method on the motivation of lower elementary Thai ESL students to learn. It can also be used as a basis for schools to become more digitized and to have digital resources available for teachers and students. The experimental group consisted of 23 Grade 2 Thai ESL students with current CEFR A2 – B2 levels. This sample group was a convenience sample of grade 2 ESL students at a private school in Thailand.  \nThe experimental period was four weeks, and 4x word lists of 10 new English vocabulary words per word list were used weekly over this period. This equates to 4x pretests, 4x posttests, and 4x delayed tests. Mean scores, a researcher ’s log, and a questionnaire were used to measure and analyze the results. The test scores were used to analyze the quantitative data. A researcher log and closed-ended questionnaire were used to collect qualitative data. Mean scores and analysis of quantitative data will be used to determine a pattern of higher test scores when using Bamboozle as an instructional method. Qualitative data analysis was used to determine students’ motivation levels when using different instructional methods.  \nThis was primary research, conducted in the field.  \nFrom the collected data, students were visibly motivated to learn when using Bamboozle as an instructional method. Students also noted that they preferred to use computers when learning as opposed to textbooks.  \nMost of this experimental group stated that they enjoyed learning English and that they did not find it difficult to do so, which could positively affect test scores, as they were already motivated to learn and confident.  \nIn terms of positively impacting memory recall more than the traditional method of the present and repeat using a PPT, the data do not show Bamboozle as more effective as an instructional method. It could be deduced that students are forced to concentrate better when there is less hyperenergy in the classroom that is created when there is a ‘game’ involved.  \nHowever, there is little doubt that Bamboozle stimulated the desire to learn, which is evident from the atmosphere and motivation levels of the students observed before and during the Bamboozle lessons. This research implies that classrooms should have a degree of digitization that affects students’ motivation to learn, and digital gamification, as an instructional method, has value and will continue to develop.  \nKeywords: digital gamification, memory recall, Bamboozle, ESL, vocabulary learning  \nRATIONALE FOR RESEARCH  \nVocabulary learning plays an important role in language teaching, especially in contexts where English is taught as a foreign language. This is because lexical competence is now seen as the heart of language learning and the goal of language teaching is to improve learners’ language competence (Saengpakdeejit, 2014) .  \nWhile gamification has been a hot topic in education for some time, the pandemic has accelerated the digital development of various instructional tools in the educational space, with gamifying learning content being one of them. The gamification in education market size was valued at USD 742.01 Million in 2020 and is projected to reach USD 6550.3 Million by 2028. The effectiveness of this ","cbCaid68vTcpqW2f","https://ap.wps.com/l/cbCaid68vTcpqW2f","pdf",267985,3,23,"English","en",105,"# ABSTRACT\n# RATIONALE FOR RESEARCH\n## Vocabulary learning and lexical competence\n## Gamification in education and digital tool development\n## Research gap on Bamboozle\n## Memory, depth of processing, and vocabulary retention","[{\"question\":\"What problem does the study address in vocabulary learning?\",\"answer\":\"It addresses how learning long English word lists with meanings can become ineffective, tedious, and boring for lower elementary students.\"},{\"question\":\"How does the study evaluate Bamboozle’s effects?\",\"answer\":\"It uses a four-week quasi-experimental design with repeated pretests, posttests, and delayed tests based on word lists, plus a researcher log and a closed-ended questionnaire.\"},{\"question\":\"What were the main findings regarding motivation and memory recall?\",\"answer\":\"Students were visibly motivated to learn with Bamboozle and preferred computer-based learning. However, the data did not show Bamboozle to be more effective than the traditional present-and-repeat method for memory recall.\"}]","Digital Gamification in Memory Recall of English Vocabulary with Lower Elementary Students | PDF",1790646046,58,{"code":4,"msg":83,"data":84},"ok",{"site_id":76,"language":75,"slug":85,"title":65,"keywords":86,"description":66,"schema_data":87,"social_meta":140,"head_meta":142,"extra_data":144,"updated_unix":145},"digital-gamification-in-memory-recall-of-english-vocabulary-with-lower-elementary-students","",{"@graph":88,"@context":139},[89,102,122],{"@type":90,"itemListElement":91},"BreadcrumbList",[92,96,98,100],{"item":93,"name":94,"@type":95,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":97,"name":9,"@type":95,"position":14},"https://docshare.wps.com/document/",{"item":99,"name":40,"@type":95,"position":72},"https://docshare.wps.com/document/research-report/",{"item":101,"name":65,"@type":95,"position":19},"https://docshare.wps.com/document/digital-gamification-in-memory-recall-of-english-vocabulary-with-lower-elementary-students/428194/",{"url":101,"name":65,"@type":103,"image":104,"author":109,"headline":65,"publisher":111,"fileFormat":114,"inLanguage":75,"description":66,"dateModified":115,"datePublished":116,"encodingFormat":114,"isAccessibleForFree":117,"interactionStatistic":118},"DigitalDocument",{"url":105,"@type":106,"width":107,"height":108},"https://docshare.wps.com/thumbnails/digital-gamification-in-memory-recall-of-english-vocabulary-with-lower-elementary-students/428194.png","ImageObject",300,407,{"name":63,"@type":110},"Person",{"url":93,"name":112,"@type":113},"DocShare","Organization","application/pdf","2026-10-05","2026-09-29",true,{"@type":119,"interactionType":120,"userInteractionCount":72},"InteractionCounter",{"@type":121},"ViewAction",{"@type":123,"mainEntity":124},"FAQPage",[125,131,135],{"name":126,"@type":127,"acceptedAnswer":128},"What problem does the study address in vocabulary learning?","Question",{"text":129,"@type":130},"It addresses how learning long English word lists with meanings can become ineffective, tedious, and boring for lower elementary students.","Answer",{"name":132,"@type":127,"acceptedAnswer":133},"How does the study evaluate Bamboozle’s effects?",{"text":134,"@type":130},"It uses a four-week quasi-experimental design with repeated pretests, posttests, and delayed tests based on word lists, plus a researcher log and a closed-ended questionnaire.",{"name":136,"@type":127,"acceptedAnswer":137},"What were the main findings regarding motivation and memory recall?",{"text":138,"@type":130},"Students were visibly motivated to learn with Bamboozle and preferred computer-based learning. However, the data did not show Bamboozle to be more effective than the traditional present-and-repeat method for memory recall.","https://schema.org",{"og:url":101,"og:type":141,"og:title":65,"og:site_name":112,"og:description":66},"article",{"robots":143,"canonical":101},"index,follow",{"doc_id":61,"site_id":76},1790708070]