Authors

1 PhD in TEFL, Shahrekord University

2 MA in TEFL, Shahrekord University

Abstract

The main purpose of this research was to investigate the role of game-oriented instruction on learning vocabulary of Iranian young beginner students. Ninety public school students were selected to participate in this study. Because of practical limitations, the researchers could not assign students to different groups randomly but the selection of the three groups as control and experimental groups were done randomly. After administration of Key English Test (KET), the groups were homogenized and 18 students were eliminated from this study. The treatment starts with 72 students, each group has 24 students. Before starting a treatment, a 20-item multiple choice test was used as pretest. After administration of pretest, the treatment was started. In the control group, new vocabularies were taught through traditional textbook method. In one of the control group, game was used as a main medium of instruction and in the other one, the combination of game and traditional methods were used. In this group, game was used as a supplementary activity. After treatment, posttest was administered in all three groups. In order to analyze the data, SPSS version 20 was used. Since the design of this study was pretest-posttest, analysis of Covariance (ANCOVA) was used for data analysis. Data analysis showed that there was not significance difference between game group and traditional group, but there was a significance difference between mixed group and traditional group. It means that using game as a supplementary activity has the most beneficial effects on learning new vocabularies.

Keywords

  • Aslanabadi, H., & Rasouli, G. (2013). The effect of games on improvement

    • of Iranian EFL     vocabulary knowledge. International Review of Social Sciences and Humanities, 6(1),            186-195.

    Atake, K. (2003). Using game to teach English in Japanese junior high school. Retrieved November 3, 2015, from ERIC database (ERIC Document Reproduction Service No. ED479748).

    Black, P. J., & Wiliam, D. (1988). Inside the black box: Raising standards through classroom assessment. London: King’s College London School of Education.

    Bodrova, E., & Leong, D. J. (2003). The importance of being playful. Educational Leadership, 60(7),50-53.

    Chan, Y. C., & Lin, L. C. (2000). Competitive and cooperative games in EFL elementary school classroom. Proceedings of ROCMELLA 2000, National Taipei University of Education, 123-147.

    Chen, J. L. (2007). Using games in teaching English to preschool students. Unpublished master’s thesis, National Dong Hwa University, Haulin, Taiwan.

    Claxton, N. (2008). Deliberating across the curriculum: Using deliberative techniques in the English as a foreign language classroom. New York, NY: IDEBATE Press.

    Crookal, D. (1990). Simulation, gaming, and language learning. New York; Newbury House.

    Dickey, M. D. (2005). Engaging by design: How engagement strategies in popular computer and video games and inform instructional design. Educational Technology Research and development, 53, 67-83.

    Dolati, R., & Mikaili, P. (2011). Effects of instructional games on facilitating of student’s vocabulary learning. Australian Journal of Basic and Applied Sciences, 5(11), 1218-1224.

    Ebrahimi, F., & Zamanian, M. (2014). Practical games: Implementing practical game on Iranian early EFL learners. International Journal of English and Education, ISNN: 3(2), 2278-4012.

    Ersoz, A. (2000). Six games for the EFL/ESL classroom, in the internet TESL Journal. Retrieved July 13, 2015 from http://iteslj. Org/lessons/Ersoz/Games.html.

    Gee, J. P. (2009). Deep learning properties of good digital games: How far can they go?  In U. Ritterfeld, M. Cody, & P. Vorderer (Eds.), Serious games: Mechanisms and effects (pp.67-82). New York, NY: Routledge.

    Ginsburge, K. R. (2007). The importance of play in promoting healthy child development and maintaining strong parent-child bonds. Social and Behavioral Sciences, 2, 3700-3705.

    Hadfield, J. (1984). Elementary communication games. London: Nelson.

    Harmer, J. (2001). The practice of English language teaching. London: Longman.

    Hellay, (1971). Teaching for children. New Jersey: Practical Hall.

    Hemmati, F., Teimoori, M., & Jafarigohar, M. (2013). A comparison of pictorial story -telling and playing games on Iranian kindergarteners’ vocabulary recognition. International Journal of Learning and Applied Linguistics World, 4(1), 167-180.

    Holden, W. R. (1999). Learning to learn: 15 vocabulary acquisition activities. Modern English Teacher, 8(2), 42-47.

    Honarmand, B., Rostampour, M., & Abdorahimzadeh, J. (2015). The effect of game Tic Tac Toe and flash cards on zero beginners’ vocabulary learning. International Journal of Educational Investigations, 2(3), 27-41.

    Huyen, N. T., &Nega, K. T. (2003). Learning vocabulary through games. Asian EFL Journal, 5(4), 90-105.

    Jacques, R., Preece, J., & Carey, T. (1995). Engagement as a design concept for multimedia. Canadian Journal of Educational Communication, 24(1), 49-59

    Kee, F. (2009). A qualitative meta-analysis of computer games as learning tools. London: Longman.

    Kelly, R. (1991). The Greaco Latin vocabulary of formal English: some pedagogical implications. RELC Journal, 2, 269-83  

    Kerka, S. (2000). Incidental learning: Trends and issues alert. New York, NY: Peter Lang.

    Kilickaya, F., & Krajka, J. (2010). Comparative usefulness of online and traditional vocabulary learning. TOJET, 9(2), 55-63.

    Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers & Education, 52, 800-810.

    Kyriacou, C. (1998). Essential teaching skills. Cheltenham: Nelson Thorne.Lepper, M. R., & Malone, T. W. (1987). Intrinsic motivation and instructional effectiveness in computer-based education. In R. Snow & M. Farr (Eds.), Aptitude, learning, and instruction, vol. 3: Cognitive and affective process analysis (pp. 214-229). Hillside, NJ: Lawrence Erlbaum Associates.

    Lightbown, F. M., & Spada, N. (1999). How languages are learned. Oxford University.

    Marzano, J. (2010). Using games to enhance students’ achievement. Education Leadership, 5(67), 71-72.

    Mccarthy, Michael, (1990). Vocabulary. Oxford University Press.

    Nation, I. (1983). Teaching and learning vocabulary. Wellington Victoria University.

    Nation, I. (2001). Learning vocabulary in another language. Cambridge, UK: Cambridge University Press.

    Nunan, D. (1991). Language teaching methodology. London: Prentice Hall International.

    Pound, L. (2005). How children learn. London: Step Forwarded Publishing, Ltd.

    Roohani, M., & Pourgharib, B. (2013). The effect of games on learning vocabulary. International Research Journal of Applied and Basic Sciences, 4(11), 3540-3543.

    Schmitt, N., & Carthey, M. (1997). Vocabulary in language teaching. New York: Cambridge University Press.

    Schwienhorst, K. (2002). Why virtual, why environment? Implementing virtual reality concepts in computer assisted language learning. Simulation and Gaming, 33(2), 196-209.

    Seker, Sezginsoy, B., & Sohin, G. (2012). Sample game application in social studies teaching. Procedia- Social and Behavioral Sciences, 46, 1679-1683.

    Slavin, R. E. (2006). Educational psychology (8th ed.). Boston MA: Allyn and Bacon.

    Sorayaie, A. (2012). The effect of game on EFL learner’s vocabulary learning strategies. International Journal of Basic and Applied Science, 1(2), 252-256.

    Thornbury, S. (2002). How to teach vocabulary. United Kingdom: Pearson Education.