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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
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.
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.
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
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
technology is
Fisher College)
used to
Technology
Vocabulary
Development
)
Experiment
Video and Audio
recordings
support the
vocabulary
English
knowledge, there
language
needs to be
learners
strong focus on
vocabulary
development.
proficiency.
5
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.
6
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
Video Games
Facilitating
Learning
Collection and
Analysis of other
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)
Reference:
Randel et al.
The use of
1992; Griffiths
computer and
1996, 1999;
Anderson and
video games
Bushman 2001;
for learning
R ichard J.
To provide a
Noeth
Boris B. Volkov
view of the
Technology
Enhancing
concerning the
Learning and
assessments,
and of
Reference:
effectiveness
Achievement
standardized
themselves
issues
Factors (includes
performance
7
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,
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
Joseph Mukoroli
To know the
March 1, 2011
effective
vocabulary
(SIT Graduate
vocabulary
teaching
Institute,
teaching
strategies in
Brattleboro,
strategies in
English
academic
Vermont)
language
Academic
development of
Purposes ESL
ELLs more
classroom.
effectively by
Reference:
Effective
Vocabulary
Effective
Teaching
providing them
Strategies For
The
topics of the
English For
Academic
Purposes Esl
Classroom
curriculum, the
content specific
vocabulary and
sentence
structures related
to what they
8
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
learn in class.
The study has
Way) and
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
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
good effect on
traditional
practices as
effective
learning tools
on the basic
educational
stage students.
Minoo Alemi
To investigate
Educational
October 2010
the role of
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
9
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
Effects of
Questionnaire,
use.
The study has
interviews, and
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
Ghanbaran and
reported effect
Analysis of other
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
10
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
Analysis of other
Archival
Administrative
students read
vocabulary
and Performance
using the
acquisition and
Data
appropriate skills
reading
and strategies
comprehensio
(including
technology), the
of technology.
more their
Acquisition and
vocabulary
Reading
develops.
Comprehension
Maryam Rohani
To know the
and Behzad
effect of
vocabulary
Games
Vocabulary
Learning
Pretest
Posttest Control
Group
no significant
difference was
University,Gorga gain of
found between
n,
use of textbooks
student.
Iran and
and
Golestan
games to boost
11
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