An Empirical Study on the Integration of Group Cooperation and Gamified Teaching Models to Improve English Speaking Ability in Higher Vocational Colleges
DOI:
https://doi.org/10.6918/IJOSSER.202505_8(5).0024Keywords:
Higher vocational students; English speaking; Group cooperation; Gamified teaching; Teaching model.Abstract
This study aims to explore the impact of the integrated teaching model of group cooperation and gamification on students' English - speaking ability in the audio - visual and speaking courses of higher vocational college. An experimental research method was adopted, selecting two classes with similar English - speaking proficiency in a higher vocational college as the experimental group and the control group, respectively. The experimental group received instruction through an integrated model of group cooperation and gamified teaching, while the control group followed the traditional teaching model. Through a comparative analysis of changes in the students' oral English proficiency, the results showed that the integrated model significantly improved students’ fluency, accuracy, and communicative competence while effectively stimulating their learning interest and classroom engagement. This research provides new ideas for the reform of English - speaking teaching in higher vocational education and verifies the feasibility and application prospects of the integrated model in enhancing students’ speaking ability.
Downloads
References
[1] Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM.
[2] Ellis, R., Skehan, P., Li, S.F., Shintani, N., & Lambert, C. (2019). Task-based Language Learning and Teaching-Theory and Practice. Cambridge University Press.
[3] Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. ACM Computers in Entertainment, 1(1),1-4.
[4] Johnson, D. W., & Johnson, R. T. (1987). Learning together and alone: Cooperative, competitive, and individualistic learning. Prentice-Hall, Inc.
[5] Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.
[6] Zarzycka-Piskorz, E. (2016). Kahoot It or Not? Can Games Be Motivating in Learning Grammar? Teaching English with Technology, 16(3), 17-36.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 International Journal of Social Science and Education Research

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.



