The Impact of Educational Games on Enhancing Elementary Stage Students' Acquisition and Retention of English Vocabulary (original) (raw)
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Teaching vocabulary through games: A comparative study of the 4th and the 7th grades
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Instructional Games and Vocabulary Enhancement: Case of Iranian Pre-Intermediate EFL Learners
International Journal of Language and Linguistics, 2015
Vocabulary learning has always been a major concern for second language learners. Particularly for those who are just beginning to learn English. Usually a long list of vocabulary items is given to learners and they have to memorize all of them. The present study using a quasi-experimental design aimed to determine whether teaching vocabulary through instructional games can affect the vocabulary enhancement of students. The participants were 40 pre-intermediate EFL students who were equally divided into two groups. To this end, the two groups of students were assigned as control and experimental groups. The control group was exposed to textbook teaching and the experimental group was exposed to instructional games. After analyzing the obtained data, no significant differences were found between the two groups on posttest, as both programs made progress in the subjects. However, after two weeks, a delayed post-test was conducted to see the retention of learners' knowledge of vocabulary. In the end, although both groups had changed positively, a significant change was seen in the retention of learners' knowledge of vocabulary in the experimental group.
THE EFFECT OF GAMES ON VOCABULARY RETENTION
Indonesian Journal of Learning and Instruction, 2019
Learning English has become a necessity during this century. Consequently, it is utilized in different institutions in Palestine such as schools, universities, hospitals, etc. Therefore, it is taught in schools by using different methods. Thus, in order to comprehend the language efficiently, it has to be taught in creative and interesting methods and using games inside the classroom in one of these methods. The study aims to figure out the efficiency of using games inside classrooms and to answer the research questions. The study was conducted during the first semester of 2018/2019, in which 20 participants were enrolled. The researchers collected data using pretest; posttest and class observation. The study continued for two months. In that, students were introduced to unfamiliar vocabulary through games. The findings of the research revealed the efficiency of utilizing games in the educational process. Accordingly, games help students to retain unfamiliar vocabulary, to associate new information with their surroundings and to develop their language and communicative skills.
The Effect of Games on Learning Vocabulary
Vocabulary learning has always been a major concern for those who want to learn a second language. The present study aimed at determination of effect of games on vocabulary gain of student. For this, two groups of students were chosen as control and experimental groups. The control group was exposed to textbook teaching between pretest and posttest; however, the experimental group was taught by games. Although both groups made noticeable progress after training program, there was no significant difference between the groups.
The Effect of Using Game on Students' Motivation in Learning Vocabulary
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This study focuses on the effect of using stimulant play and word learning hard to remember a new word. The purpose of this study was to describe the motivations of students learning pre-game learning, to explain the motivations of students learning pre-game play, to explore the significant impact of using quiz games words. The research method used in this study is numerical. This type of test is an experimental test. In addition, the test sample included 92 students. It consisted of an experimental class of 48 students as well as a management class of 46 students. During the data collection, the researcher used the research paper to determine the motivation for learning English and speaking in data collection. To analyze the data, the researcher used a t-test method. The score of the test class before using Whispering Game is 64 and the score after using Whispering Game is 85. Currently, the score of the class in the test is 75,52 In addition, the t count score is greater than table (5.46> 1.684).
THE IMPLEMENTATION OF GAMES IN ENHANCING VOCABULARY FOR STUDENTS AT A PUBLIC UNIVERSITY
Tan Trao University Journal of Science, 2021
In recent years, teaching English has become a compulsory subject at schools, colleges, and universities. That is the reason why teaching and learning English effectively play a crucial role in the development of educational system. However, students seem to be weak in communicative skills due to they are lack of English vocabulary knowledge. The aim of this paper is to seek out the evidence to prove that teaching games are very helpful in the language classroom because this method helps to improve and increase students‟ vocabularies. The results show that language games not only enhanced students‟ lexical knowledge but also made the lesson more enjoyable, students became motivated in learning English and had plenty of interactions with teachers and classmates. The study suggests that before employing games in the language classroom, teachers should choose appropriate materials, levels, contexts, topics, time allowance for games.
Game-Based Learning Strategies and the Vocabulary Performance of Selected Grade Five Pupils
Asia Pacific Journal of Advanced Education and Technology, 2022
Strategies for teaching vocabulary help students understand and remember the vocabulary they have acquired through their language learning experience as vocabulary learning is one of the most important elements in the advancement of language learning and communication development. All other skills such as reading, writing, speaking, and listening are vocabulary-based. Relative to this, the study aimed at determining the effectiveness of Game-Based Learning Strategies in improving the Vocabulary Performance of Selected Grade Five Pupils. A quasi-experimental design was used to establish a causeand-effect relationship among the variables. This study involved the selected Grade Five Pupils from Paaralang Elementarya ng Tipas. Two groups from different learning modalities were tested: one group was under Modular Distance Learning and the other group was from Online Distance Learning. The administration of the pretest and posttest were vital in measuring the performance of the students before and after their exposure to Game-Based Learning Strategies. The results of the study showed that there is a significant difference between the pretest and posttest of the respondents before and after exposure to Game-Based Learning Strategies. The use of the Vocabulary Wheel for Modular Distance Learning and Travel around the "words" for Online Distance Learning were found to be effective in terms of improving learners' word knowledge, word association, and word consciousness. On the other hand, no significant difference was found in the posttest of the respondents from Modular and Online Distance Learning. This finding supported the notion that both game strategies can be used in improving students' vocabulary performance in the two modes of learning delivery. This study also emphasizes the need to take into account the positive effects of game-based learning strategies in improving vocabulary performance. Choosing games and activities to help learners learn vocabulary effectively requires careful consideration.
The Benefits of Games in Teaching Vocabulary to Primary Students
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The aim of this study was to examine the benefits of games in teaching vocabulary to primary students. Comparing the final results of the Experimental Group with those obtained before the experiment revealed remarkable progress in language achievement for each student. Teachers should use games in vocabulary lessons and not only (games can be also applied when teaching grammar structures), especially with primary students in order to increase their interest in learning English.
Learning Game to Increase Student's Skill of English Vocabulary
The aim of the research is established using game to method learning English vocabulary, beside student's interest to follow this lesson. Object of the research that is two students from Jongkang Elementary School of Sleman and aged between 9 and 10. A method used is through a game with pre-test and post-test. The use pre-test and post-test in this research is to measure the increase of memorizing English vocabulary. The experiment was done in three time meeting. The result of the research indicate that students more interest to follow learning English and increase the memory of students to remember English vocabulary.
USING GAMES TO PROMOTE STUDENTS' VOCABULARY RETENTION
IJARW, 2023
Learning vocabulary was a constant battle of memorizing and forgetting. To help English non-majored sophomores at Tay Do University reviewed their vocabulary effectively, the researcher conducted a study about the effect of using games on students' vocabulary retention. The participants were 86 non-English majored sophomores at Tay Do University. Pretest and posttest were used as the main instruments in this study. The results showed that in general the students' vocabulary stock in two groups was similar through the pretest. During the time applied educational games for the experimental group, they not only got fun and but also recalled more vocabulary. It was illustrated through the posttest in which vocabulary stock of experimental group was improved obviously. This proved that using games to recall students' vocabulary retention was effective.