Using Computer Games to Improve Secondary School Students' Vocabulary Acquisition in English.
This exploratory study aims to investigate if computer games can expand learners' vocabulary and improve their writing performance. In testing the research instruments and procedure of a larger project, this pilot study employed only ten Form Four students who had voluntarily taken part in this stud...
| Publicado en: | Pertanika Journal of Social Sciences & Humanities Vol. 20; no. 4; pp. 1005 - 1019 |
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| Autores principales: | , |
| Formato: | Artículo |
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Universiti Putra Malaysia
Dec2012
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=87501725&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 87501725 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 01287702 TKQ jtl: Pertanika Journal of Social Sciences & Humanities issn: 01287702 maglogo: N pubinfo: dt: Dec2012 vid: 20 iid: 4 pid: 20751 pub: Universiti Putra Malaysia artinfo: ui: 87501725 ppf: 1005 ppct: 14 formats: fmt: @attributes: type: P size: 317KB tig: atl: Using Computer Games to Improve Secondary School Students' Vocabulary Acquisition in English. aug: au: Letchumanan, Kanthimathi Tan Bee Hoon affil: Sekolah Menengah Kebangsaan Seri Kembangan, 43300 Seri Kembangan, Selangor, Malaysia Department of English Language, Faculty of Modern Languages and Communication, Universiti Putra Malaysia, 43400 Serdang, Selangor, Malaysia su: Language acquisition Video games Secondary schools Vocabulary Lexical grammar Contextual analysis sug: subj: Language acquisition Video games Secondary schools Vocabulary Lexical grammar Contextual analysis keyword: computer games lexical frequency traditional strategies Vocabulary acquisition ab: This exploratory study aims to investigate if computer games can expand learners' vocabulary and improve their writing performance. In testing the research instruments and procedure of a larger project, this pilot study employed only ten Form Four students who had voluntarily taken part in this study, and they were exposed to two different methods of acquiring vocabulary over a period of fourteen weeks. The two methods of vocabulary acquisition were computer games and traditional vocabulary strategies. The first method involved the subjects playing computer vocabulary games from the Internet for seven weeks. In the second method they employed traditional vocabulary strategies such as using a dictionary, contextual clues and semantic mapping for the next seven weeks. The extent of the subjects' vocabulary acquisition in the two methods was measured by using the pre and post vocabulary tests and two written essays. Results indicate a significant difference between the pre and post vocabulary tests. However, no significant difference was found between the two essays in terms of vocabulary richness. Such results might be attributable to the short duration of the treatment. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Pertanika Journal of Social Sciences & Humanities is the property of Universiti Putra Malaysia and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Pertanika Journal of Social Sciences & Humanities holder: Universiti Putra Malaysia dt: @attributes: year: 2012 holdings: @attributes: islocal: N |
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