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Effects of Using Gamification-Based Quiz on Recalling Formulaic Sequences

게이미피케이션 기반의 퀴즈 활동이 정형화 배열 회상에 미치는 영향

  • Lee, Ji-Hyun (College of General Education, Kookmin University)
  • Received : 2022.10.31
  • Accepted : 2022.11.09
  • Published : 2022.11.30

Abstract

This study aims to investigate the effect of an educational gamification-based quiz on the recall of formulaic sequences (FS). The experiment involved 87 freshmen enrolled in general English classes at a university in Seoul. As material, EFL textbooks based on content from popular franchises, such as the Marvel Cinematic Universe, Twilight, and Harry Potter, were used. The experiment was carried out as follows: first, vocabulary learning, second, reading comprehension, and third, writing. The fourth activity proceeded differently in two groups. The experimental group used gamification-based quiz to practice FS, whereas the comparison group summarized the reading. FS was evaluated using meaning recall and form recall. Consequently, no difference was found between the groups on meaning recall tests of FS, but the experimental group had a significantly higher average score than the comparison group on the post-test on the form recall of FS.

본 연구는 게이미피케이션 기반의 퀴즈 활동이 정형화 배열의 회상에 미치는 영향을 알아보는 것을 목적으로 한다. 서울 소재 대학의 교양 영어 수업을 듣는 신입생 87명을 대상으로 실험을 진행하였다. 교재는 Marvel Cinematic Universe과 Twilight 및 Harry Potter 등 유명 프랜차이즈의 내용을 소재로 하는 EFL 교재를 이용하였다. 실험은 어휘 학습, 독해하기, 작문하기 순서로 진행하였다. 네 번째 활동은 두 집단에서 다르게 진행하였다. 실험집단은 게이미피케이션 기반의 퀴즈를 이용하여 정형화 배열을 연습하는 활동을 하였고, 비교집단은 독해한 내용을 요약하는 활동을 하였다. 평가는 정형화 배열 의미 회상과 형태 회상으로 나누어 실시하였다. 평가 결과, 정형화 배열 의미 회상 평가에서는 집단 간의 차이가 없었으나 사후 정형화 배열의 형태 회상 평가에서 실험집단이 비교집단에 비해 높은 점수를 나타냈고 이는 유의미한 차이로 나타났다.

Keywords

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