Authors:
Norma Flores-González, Universidad Autónoma de Puebla, México
Vianey Castelán Flores, Universidad Autónoma de Puebla, México
Mónica Zamora Hernández, Universidad Autónoma de Puebla, México
Email: norma-fg@hotmail.com
Published: August 30, 2024
https://doi.org/10.22492/ije.12.2.07
Citation: Flores-González, N., Flores, V. C., & Hernández, M. Z. (2024). The Influence of E-Comics on English Lexical Competence in Virtual Higher Education. IAFOR Journal of Education, 12(2). https://doi.org/10.22492/ije.12.2.07
Abstract
The development of lexical competence in foreign languages is one of the skills that presents difficulties in the teaching-learning process, as it requires stimulation and retention on the part of the student and creativity from the teacher. In this sense, digital resources emerge as a conducive means to promote new knowledge and consolidate acquired vocabulary. In this context, the present research aimed to determine if digital comics influence the development of lexical competence in English in virtual environments at the higher education level. Methodologically, an experimental design divided into three phases (pre-treatment, treatment, and post-treatment) took place with a sample of 60 students during the autumn of 2023. The results demonstrated an association between digital comics and lexical competence development variables, influencing lexicon acquisition, experiencing creativity, dynamism, and language involvement. Besides, comics supported by Canva, Makebeliefscomix, and Pixton applications contributed to students' cultural, linguistic, and communicative repertoire. Concurrently, users' confidence increased through gradual and systematic recovery, use, and inventive writing activities. Supports such as images, dialogues, characters, and colors encouraged the retrieval of words for subsequent use. In this way, the cognitive process of recall ceased to be merely memorising to transition to a level of long-term significant comprehension. In conclusion, digital comics were plausible for encouraging practical, flexible, and playful vocabulary improvement in a virtual environment.
Keywords
lexical competence, e-comics, virtual learning, applications, foreign language