Developing and Applying a Foreign Language Vocabulary Learning and Practicing Game: The effect of VocaWord
Year: 2013
Type: article
Study design: Clinical Trial
Abstract: The present study reports on the findings related to the effect of playing a vocabulary learning and practicing game in elementary English classes at university level, and the attitudes and beliefs of the subjects about playing games with the purpose of learning the foreign language. The subjects were 70 first year university students from two different departments at the faculty of education. A vocabulary quiz that was prepared in accordance with the curriculum and the course book was applied as pre and post test. The results revealed that the experimental group subjects have doubled the vocabulary improvement rate of the control group subjects. The findings demonstrated that there was a slight difference between the performance of the female and male students in favour of the female subjects. The findings revealed positive thoughts and beliefs related to the game they played during their course, and using games in language classes. We have concluded that there is a need for more language games that might concentrate on the different aspects of learning a foreign language, and that the educational philosophies, methodologies, and techniques as well as the language curriculums should be rearranged and modified to meet the needs and interests of the new age learners. Keywords: language learning, material development, motivation, vocabulary game, VocaWord. Technology and education are not distant phenomenon, and gaming in education should be also installed as an additional concept for the sake of enjoyable foreign language education. Knowing a foreign language, and even more than one if possible, is regarded as a very important qualification, since languages are powerful tools to help people communicate, do business, establish connections, follow recent developments and so on. Yet learning a foreign language is not an easy task for many people, particularly when little time, money, and energy can be allocated for this specific purpose. Moreover, the task becomes evens harder when teachers do not possess the same vision, habits, interests, and strategies as their students. Prensky (2001:2) emphasised that the single biggest problem facing education today is that ‘digital immigrant’ instructors, who speak an out-dated language, are struggling to teach a population – ‘digital natives’ – that speak a much different language. Yet, interest in using technology artefacts as supportive tools for language learning is growing both from the perspective of the teachers and the students (Liu et al., 2003). The growth of the technology market, the uptake of the Internet and new aids to language education has combined to create an innovative and promising field, namely computer assisted language learning (CALL). CALL is a relatively new field, and illuminates generational divides between teachers and students. Although foreign/second language (FL/SL) learning and teaching have been quite popular topics within language education environments for a very long time, little The
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VocaWord 51 attention has been devoted to ‘gaming’ or to the use of games in language education. The common trend has been in favour of doing research and writing books on teaching methodology, skills, vocabulary, student and teacher beliefs and perceptions, testing, and so on. However, the emergence of new technological equipment, environments, and software has created a new generation of learners, namely ‘digital natives’ (Prensky, 2001), also called the ‘net gen’ (Tapscott, 1998) that is fond of the Internet and digital media. New technology has diversified not only educational sources and materials but also learning habits and strategies. The new generation of learners have grown to question the necessity of schools, the efficacy of standard books and materials, the sufficiency of teaching methods and approaches, and the content that is taught. People have noticed that they can learn on their own. Moreover, they have realised how much and how well they can learn outside of common environments, in other words, out of schools. The discussion of ‘formal’ versus ‘informal’ and ‘individual’ versus ‘social’ learning have been hot topics within the educational environments (Wong and Looi, 2010). The ‘anyone, any time, anywhere learning’ as well as ‘lifelong learning’ concepts have been emphasised and underlined recently, almost at any platform related to education (Gu et al., 2011; Sharples, 2000; Patten et al., 2006). Many researchers point to the serious incompatibility that exists between the learners and teachers of our time (Thorpe & Edmunds, 2011; Melville, 2009; Oblinger and Oblinger, 2005). Prensky (2003) has indicated that today’s teachers, trainers, and educators are not as effective as they need to be, and that digital environments and educational games might help motivate students. Our personal observation is that many institutions and persons today have noticed the rich and flexible solutions that technology serves, and have taken advantage of these to enhance learning. There are many university programs today that are run online (distance education). There are also plenty of online websites and materials for FL learning. Curriculum developers need to take the conditions of the era as well as the other words, learning should not be a strict duty but a kind of hobby undertaken willingly. A strict adherence to traditional environments and curriculums seems to be doomed, but is unfortunately the case in many schools in many countries at present. Although teachers are aware of multiple intelligences, classes seem to be thought of as identical individuals, and student preferences are not taken into account. One of the most common excuses for this tendency is that it is hard to unite the interests and preferences of each individual in the classroom at the same time, which indeed might be refined by the use of technology and educational games. Games offer to unify these different interests and needs. In other words, because every person likes playing games, taking advantage of this and letting people learn while enjoying themselves would be a good idea. Web 2.0 tools and mobile devices seem to provide promising potentials for FL learning and for education overall. In what follows we provide an overview of each corner of the ‘technology-learning-gaming’ triangle, with specific focus on FL learning and education. Throughout this paper ‘digital game’ (DG) will be used to talk about the games that can be played on any technological platform such as computers, mobile phones etc regardless of the game type or software itself. On the other hand, ‘non-digital game’ should be understood as any board-, card-, or other type of game that can be played in physical environments but not on virtual, digital, or online environments.
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: green
OpenAlex ID: W2562694560
