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A Survey on the Effect of E-Games on the Vocabulary

Development of Grade 7 Students of the University of Saint Louis


Tuguegarao in the English Language
A Research Study
Presented to the Faculty of
School of Education, Arts, and Sciences
University of Saint Louis
Tuguegarao City Cagayan
Philippines
In Partial Fulfillment
Of the Requirements for the Degree of
Bachelor in Secondary Education
Angelica M. Garcia
Joy Ann L. Taccad
Meshullemeth G. Bunag
Maylord M. Tanguilan
Trixia O. Espiritu
Claire T. Felipe
Chapter 1
Introduction
Background of the Study

The Role of Vocabulary


Vocabulary plays an important role in the learning of the English Language. This

role is continuously emphasized in the language teaching curriculum. And according to


the research article Using Technology to Assist in Vocabulary Acquisition and Reading
Comprehension by Andrea I. Constantinescu, it is due to several reasons, which are,
the influence of comprehension-based approaches to language development, the
research efforts of applied linguists, and the exciting possibilities opened-up by the

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The Effect of E-Games on the Vocabulary Development of Grade 7 Students of the University of
Saint Louis Tuguegarao in the English Language

development of computer-based language corpora. And a good medium for learning


would be a big help for the development of a childs vocabulary.

What is the Role of Technology in Education?


Nowadays, technology has a great contribution on the development of our

society. And lately, technology is not only used for industrial purposes but for the
advancement of education as well. Teachers are using technology such as computers,
LCDs, projectors, DVD players, speakers, gadgets, and internet to educate learners.
And based on statistical records, technology is indeed a good, or even a great medium
to be used in catering to the diversities of the learners. But then technology has many
aspects even in just one field like education. And before it can be used as a tool for
learning in school, it may have been greatly used for learning in home or in other places
outside school grounds. And one of the commonly used technology to motivate the
learners is Online E-Games.

E-Games as a Tool for Learning


Online E-Games are very popular with young people, even those who are young-

at-heart, for it is very flexible. Thus, it can be played in variety of devices or gadgets and
at any place that can reach internet. The production and design of these games are
highly sophisticated for it consoles entertainment and learning at the same time. And in
the 21st century, E-games are continuously booming and growing. And it became more
flexible for E-games can now be downloaded and can be played offline. And according
to Prensky, E-games can be characterized by six key structural elements which, when
combined together, strongly engage the player and helps in the learning development of
the player. These elements are: rules, goals and objectives, outcomes and feedback,
conflict/competition/challenge/opposition, interaction, representation or story.
Also according to Griffiths (1996, 1999), there are many different types of E-games
each with their own distinctive qualities. Some of its types that are widely used for the
purpose of education are Puzzle, Simulation, and Quest/Adventure. In these categories
of E-games, learners encounter words that are unfamiliar to them at the beginning but
as they continuously play the game, or even see the context of the word in other game,

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The Effect of E-Games on the Vocabulary Development of Grade 7 Students of the University of
Saint Louis Tuguegarao in the English Language

they would eventually know what it means and the word should be used in real life
circumstances. Hence, they are gradually enhancing their vocabularies consciously or
unconsciously. Especially E-games that mainly involves words are a good source of
vocabulary development.

Why Grade 7 learners as Respondents?


In the late 80s and 90s, elementary learners in the Philippines have not been

really engaged in the use of technology, especially that E-games during that time are
not yet developed. There may be some but are not accessible to all. And an article said
that E-games take years to develop and even if its created through a highly volatile
computer hardware and software, success of the game is not guaranteed. Therefore,
children at that time make use of tangible materials as a tool for playtime and learning at
the same time. Grade 7 is the transitional stage that facilitates well the learning factors
through everyday discoveries. It is the best opportunity for the learner to understand the
balance overview of learning and playing.
In our time, the 21st century, learners are very exposed to technology. Even at a
very early age, a child would know how to use different devices or gadgets. This
generation of learners is called Generation Z, whereas, they learn best when the
materials used for learning are technology-based or technology itself. And Grade 7
learners from this generation would have so much background about E-Games. But
they may not know that they are enhancing their own vocabularies when playing EGames.
Statement of the Study
Since the learners of this era are very much engaged to technology, therefore,
this study would answer the following questions:
1. What is the effect of E-Games in the Vocabulary Development of Grade 7
2.
3.
4.
5.

students?
Why use E-games in developing vocabulary?
How do E-games affect the learning outcomes of Grade 7 students?
What aspect of Vocabulary does E-Games best develop?
What are Grade 7s experiences and preferences in using computer games for
learning and for leisure?

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The Effect of E-Games on the Vocabulary Development of Grade 7 Students of the University of
Saint Louis Tuguegarao in the English Language

Significance of the Study


This study aims to help teachers, future teachers, and the learners as well. This
study suggests an effective strategy in teaching that could be used by teachers and
future teachers as a tool for enhancing the learning of their students. The strategy that
is suggested in this study is the use of E-games in learning specifically in the
vocabulary factor of the students.

Chapter 2
Review of Related Literature
Reasercher/

Major

Delineated

Methods

Complete

Objectives

Factors

(Locus,

Bibliography

Findings

Subjects, Data
Measure,
Instrumentation

Megan Clark

To know how

2013 (St. John

technology is

Fisher College)

used to

Technology
Vocabulary
Development

)
Experiment
Video and Audio
recordings

The study found


out that:
in order to foster

support the

vocabulary

English

knowledge, there

language

needs to be

learners

strong focus on

vocabulary

oral skills and

development.

proficiency.

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The Effect of E-Games on the Vocabulary Development of Grade 7 Students of the University of
Saint Louis Tuguegarao in the English Language

Reference:
The Use of
Technology to
Support
Vocabulary
Development of
English
Language
Learners

when technology is
used
appropriately, it
can heighten
language skills
and vocabulary
knowledge.

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The Effect of E-Games on the Vocabulary Development of Grade 7 Students of the University of
Saint Louis Tuguegarao in the English Language

Alice Mitchell

To involve the

and Carol Savill- use of

Video Games
Facilitating
Learning

Collection and

The study has

Analysis of other

found out that:

Smith 2004

computer and

(Learning and

video games

Administrative

appear to be

Skills

for learning.

and Performance

firmly

Data

entrenched in

Development

Archival

computer games

Agency)

youth culture (eg

Reference:

Randel et al.

The use of

1992; Griffiths

computer and

1996, 1999;
Anderson and

video games

Bushman 2001;

for learning

Bensley and Van


Eenwyk 2001)
and are
also increasingly
used by people
into their late
twenties and
beyond
no doubt as the
gaming
generation
matures.

R ichard J.

To provide a

Effectiveness of Critical Success

Noeth
Boris B. Volkov

view of the

Technology
Enhancing

2004 (by ACT)

concerning the

Learning and

assessments,

and of

Reference:

effectiveness

Achievement

standardized

themselves

issues

Factors (includes
performance

The study has


found out that:
Technologies in

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The Effect of E-Games on the Vocabulary Development of Grade 7 Students of the University of
Saint Louis Tuguegarao in the English Language

Evaluating the

of

tests,

rarely bring about

Effectiveness

Technology in

observations,

substantial

of Technology in

its role to

surveys, and

Our Schools

enhance

focus groups)

change
in teaching and

education.

learning.
The impact of
technology on
specific aspects
of teaching and
learning
can be usefully
understood only

Observation and

in context.
The study has

Interviews

found out that:

Joseph Mukoroli

To know the

March 1, 2011

effective

vocabulary

(SIT Graduate

vocabulary

teaching

Institute,

teaching

strategies in

can assist the

Brattleboro,

strategies in

English

academic

Vermont)

the English for

language

Academic

development of

Purposes ESL

ELLs more

classroom.

effectively by

Reference:
Effective
Vocabulary

Effective

The ESL teacher

Teaching

providing them

Strategies For

with the main

The

topics of the

English For
Academic
Purposes Esl
Classroom

curriculum, the
content specific
vocabulary and
sentence
structures related
to what they

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The Effect of E-Games on the Vocabulary Development of Grade 7 Students of the University of
Saint Louis Tuguegarao in the English Language

Educational

ANOVA test (One

learn in class.
The study has

Way) and

found out that:

Games
Effective

Mania Moayad

To determine

Mubaslat

the role of

2011/2012

educational

(Amman

games on

Jordan)

learning a

improving the

foreign

achievement for

language, and

the primary stage

to compare

and to create an

games with

interactive

more

environment.

Reference:
The Effect of
Using
Educational
Games on the
Students
Achievement in
English
Language for
the Primary
Stage

Correlational

games have a

learning tools Analysis

good effect on

traditional
practices as
effective
learning tools
on the basic
educational
stage students.

Minoo Alemi

To investigate

Educational

Experiment using The study has

October 2010

the role of

five word games found out that:

Games
Expanding

(Sharif

using word

University of

games in

Learners

Questions,

effect of word

Technology,

expanding

Vocabulary

Charades,

games on

Tehran, Iran)

the learners

Definition

expanding

vocabulary.

Games,

learners

Reference:
Educational

(Twenty

Passwords,

Games as a

Crossword

Vehicle to

Puzzles)

there is a positive

and

vocabulary.
Through the use of
word games

Teaching

learners can

Vocabulary

increase the size

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The Effect of E-Games on the Vocabulary Development of Grade 7 Students of the University of
Saint Louis Tuguegarao in the English Language

of their
recognition
vocabulary, then
move on to
issues of skilled
Ying-Jian Wang,

This study

Hui-Fang

examined the

Shang,

overall effects

And Paul Briody of using games

Effects of

Questionnaire,

use.
The study has

interviews, and

found out that:

using Games
English

document

Proficiency

students have

collection

stronger

November 28,

on the

2011 (I-Shou

motivation and

improvement

University,

better vocabulary

of young

Taiwan)

acquisition when

childrens

learning with

English
Reference:
Investigating the
Impact of Using
Games in
Teaching
Children English

games.
students have

proficiency in
relation to the

higher anxiety

following

caused by

criteria:

classmates

motivation;

during the

vocabulary

process of

acquisition;

playing games in

and anxiety

learning English.

due to peer
Samira

pressure.
To look at the Multimedia

Collection and

The study has

Ghanbaran and

reported effect

Analysis of other

found out that:

Saeed Ketabi

of multimedia

March 2014

games on

(University of
Isfahan, Iran)

Games
Language
Learning

Archival

the effect of

Administrative

various facets of

language

and Performance

this technological

learning.

Data

development on

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The Effect of E-Games on the Vocabulary Development of Grade 7 Students of the University of
Saint Louis Tuguegarao in the English Language

different aspects
Reference:
Multimedia

of vocabulary
acquisition/learni

Games and

ng is very

Vocabulary

promising.

Learning
Andrea I.

To know the

Constantinescu

various

February 2007

possibilities to

(University of

enhance

Washington
Reference:
Using
Technology to
Assist in
Vocabulary

Enhance
Vocabulary
Acquisition
Technology

Collection and

The study has

Analysis of other

found out that:

Archival

the more the

Administrative

students read

vocabulary

and Performance

using the

acquisition and

Data

appropriate skills

reading

and strategies

comprehensio

(including

n with the help

technology), the

of technology.

more their

Acquisition and

vocabulary

Reading

develops.

Comprehension

Maryam Rohani

To know the

and Behzad

effect of

Pourgharib 2013 games on


(Islamic Azad

vocabulary

Games
Vocabulary
Learning

Pretest

The study has

Posttest Control

found out that:

Group

no significant
difference was

University,Gorga gain of

found between

n,

use of textbooks

student.

Iran and

and

Golestan

games to boost

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The Effect of E-Games on the Vocabulary Development of Grade 7 Students of the University of
Saint Louis Tuguegarao in the English Language

University,

the vocabulary

Golestan, Iran)

gain as both
programs made

Reference:
The Effect of

significant

Games on

progress in the

Learning

subjects.

Vocabulary

Chapter 3
Methodology
Research Design
Maximum variation sampling will be used in this study because it will provide
opportunities to gain greater insights into a phenomenon by looking at it from all angles.
Three classrooms will be visited, and all the students who are fond of playing e-games
will be asked to answers the questionnaire.
Locale of the Study
This study will take place at University of Saint Louis Tuguegarao with the Grade
7 students as the respondents. Grade 7 learners from this generation would have so
much background about E-Games They may not know that they are enhancing their
own vocabularies when playing E-Games. They are still in the stage of transition
between elementary and high school. Their behavior is slightly mature but they are still
fund of playing various kinds of games.
Data Instrument

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The Effect of E-Games on the Vocabulary Development of Grade 7 Students of the University of
Saint Louis Tuguegarao in the English Language

The questionnaires will be used to determine the effects of E-games on


vocabulary development. The Questionnaire will be divided into 2 parts. The first part
will include the personal questions and survey to know the impact of E-games to
students. The second part will be a test that includes 2 columns. The first column will be
a list of words that students encounter in their everyday conversation and interaction,
and the second column will be a list of words that students encounter when playing egames.
Data Analysis
The data that will be collected at the first part of the questionnaire will elicit
descriptive responses from the Grade7 students that will determine the effect of egames to their vocabulary learning. The second part of the questionnaire will determine
how much the students have developed their vocabulary through e-games.

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