INTERNATIONAL JOURNAL OF SCIENTIFIC & TECHNOLOGY RESEARCH VOLUME 9, ISSUE 02, FEBRUARY 2020 ISSN 2277-8616
1976
IJSTR©2020
www.ijstr.org
Game On! Development And Evaluation Of
Computer Games For ESL Classroom
Karmila Rafiqah M. Rafiq, Fetylyana Nor Pazilah, Goh Ying Tong, Melor Md Yunus, Harwati Hashim
Abstract: Technology has become a necessity in everyone’s lives and in the education field, technology plays an assisting role, whereby the teaching
and learning sessions are usually accompanied by technology. Despite using technology in education, the English as a Second Language (ESL)
learners still portray a decline in their English language competency due to lack of vocabularies, which inhibit their proficiency in speaking and writing.
Hence, it is important to identify the most suitable tool in teaching ESL vocabularies to learners, starting at a young age. In this 21st-century era, games
are becoming popular, especially among teenagers, which resulted in the term gamified-learning. Therefore, the aim of this paper is to design, develop
and evaluate the effectiveness of using PowerPoint games in improving ESL learners’ vocabularies. An empirical study involving 37 Malaysian lower
secondary school students was carried out, whereby a pre-test and post-test were given prior and after three interventions respectively. Then, a survey
and document analysis were carried out to triangulate the data. The findings from the post-test showed a massive improvement in learners’
vocabularies. The results from the survey portrayed that learners have positive perceptions of gamified-learning. This shows that gamified-learning is
effective and positively accepted among ESL learners. This paper implied that teachers should modify their teaching methods, to suit the current
generation, which can be done by incorporating games into the lesson. Future research can focus more on the different genres of games suited to the
different level of students.
Index Terms: Education, English as a second language (ESL), gamified-learning, motivation, vocabulary, teaching and learning, technology-enhanced
language learning
————————————————————
1 INTRODUCTION
The technological advancement in this era has aided many
tasks [1]. The revolution has created many opportunities for
technology to embed itself into various industries as it is
practical and efficient [2], [3]. The education industry has
proved its loyalty towards technology as many teaching and
learning sessions are complemented with technology due to its
assisting and motivating nature [4], [5], [6]. One of the tools
well-known among younger learners is the gamified-learning,
which could be beneficial in the education sector [7].
Technology has been widely used in education. Despite
countless controversies on whether technology will bring
negative or positive effects to the learners, it still made its
debut in the education field with tremendous applause [8].
However, upon graduating, the learners of English as a
Second Language (ESL) still have problems in their
communicative competence as it is not up to the standard of
employers [9]. One reason for this issue is that learners were
not well-equipped with ESL vocabularies when they were in
school [10]. The teaching of vocabulary is usually associated
with the traditional method of teaching, but learning in the
21st-century era should be related to technologies because
younger learners are more technology-savvy [11]. The
incorporation of technologies will further motivate them to
learn better. Therefore, this paper aimed to design, develop
and evaluate the effectiveness of using PowerPoint games in
improving ESL learners’ vocabularies.
2 LITERATURE REVIEW
2.1 Vocabularies in Language Learning
Vocabulary is one of the most important elements in language
learning and having a wide vocabulary range is crucial
because it will help in understanding the written and spoken
language [12]. To ensure the students’ understanding on the
words, it is important to have effective vocabulary instruction
such as direct instruction, repeated exposure, contextualising
words, and opportunities for word interaction and active
engagement [13]. PowerPoint Presentation is a type of
presentation software (PS) that allows operators to show
coloured texts and images with simple animation and sound. It
also helps to create audio, visual as well as audio-visual
effects in the classrooms while teaching and can be
exceedingly effective in attracting and sustaining students’
attention [8]. Games can also be created in PowerPoint, which
can be efficient to teachers due to its nature as it does not
need any internet connection.
2.2 Games in Education
With the current advancement of technology, games are not
only used as a form of entertainment but also for educational
purposes [4]. Games in education changed the nature of
learning, from teacher-centred to a more student-centred
approach [14]. Gamification is a new term which brings the
meaning of games in education [13] and it includes the game
elements, which are embedded into non-games’ applications
and are hypothesized to bring positivity in learners’ attitude
and behaviour [15]. In the education field, it is more known as
gamified-learning, whereby teachers modify the teaching aids
and include games’ principles [13]. In order to ensure games
are well created for educational purposes, the gamified-
learning theory should be taken into account. Gamification
which involves the integration of game elements in a non-
game context has become a tremendously popular method
that can improve classroom instruction at a relatively low cost
[16]. The use of games in general and gamification, in
particular, has been considered as one of the most prominent
and effective instructional methods in language learning.
Gamification is used to motivate students and increase their
engagement as well as their motivation during the learning
_____________________________________
• Karmila Rafiqah M. Rafiq is currently pursuing masters degree program
in education (TESL) in the Faculty of Education, Universiti Kebangsaan
Malaysia, Malaysia. E-mail: karmilarafiqah@gmail.com
• Fetylyana Nor Pazilah is currently pursuing masters degree program in
education (TESL) in the Faculty of Education, Universiti Kebangsaan
Malaysia, Malaysia.
• Goh Ying Tong is currently pursuing masters degree program in
education (TESL) in the Faculty of Education, Universiti Kebangsaan
Malaysia, Malaysia.
• Melor Md Yunus is an associate professor in the Faculty of Education,
Universiti Kebangsaan Malaysia, Malaysia. She is the corresponding
author. E-mail: melor@ukm.edu.my
• Harwati Hashim is a senior lecturer in the Faculty of Education, Universiti
Kebangsaan Malaysia, Malaysia.