Lived experiences among high school students in playing 4 pics 1-word mobile game
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Abstract
This qualitative study unraveled the lived experiences among Grade-10 students of Tuyan National High School in playing the mobile word game 4 Pics 1 Word. The study made use of the descriptive phenomenological research method that looked into their experiences playing the word game. The data were gathered through one-on-one interviews using researcher-made questionnaires and analyzed using the Braun and Clarke six-phase framework for doing thematic analysis employing semantic and latent approaches. Based on the findings of the study, the themes that emerged from the students' responses were: challenged, engaged, enhanced critical thinking skills, and increased vocabulary skills, which reflect that the 4 Pics 1 Word mobile application is conducive and lucrative for students in learning vocabulary. Moreover, the study found that the students’ experiences in playing 4 Pics 1 Word helped them develop an interest in learning new words and increased their self-confidence in expressing themselves and their ideas.
Keywords: Gamification, mobile games, vocabulary learning, words.
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