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Online vocabulary games as a tool for teaching and learning English vocabulary
Abstract
Vocabulary learning is often perceived as boring by learners, especially for those who grew up in the digital age. This paper reports a study of the usefulness of online games in vocabulary learning for some undergraduate students. Three teachers and 100 engineering students participated in a quasi‐experimental study for approximately nine weeks. The experimental group learnt some vocabulary from two carefully selected web sites with games, while the control group learnt the same vocabulary through activity‐based lessons. A pre‐test and post‐test were conducted in the first and ninth weeks. The findings indicate that the experimental group outperformed the control group statistically in the post‐test. The students in the experimental group generally preferred online learning supplemented with digital educational games to conventional activity‐based lessons. The teachers thought highly of the online games, but they expressed concern that extra support was required if the online games were adopted as a core part of their teaching. Les jeux de vocabulaire en ligne comme outil d’enseignement et d’apprentissage du vocabulaire anglais Les apprenants et surtout ceux qui ont grandi à l’époque du numérique, trouvent souvent que l’apprentissage du vocabulaire est fastidieux. Cet article présente une étude de l’utilité des jeux en ligne dans l’apprentissage du vocabulaire pour certains étudiants de premier cycle. Trois professeurs et 100 étudiants d’ingéniérie ont participé à une étude semi expérimentale pendant neuf semaines environ. Le groupe expérimental a appris du vocabulaire à partir de deux sites Web offrant des jeux et soigneusement sélectionnés tandis que le groupe de contrôle apprenait le même vocabulaire dans des leçons fondées sur des activités. Le pre‐test et le post‐test ont été effectués au cours de la première et de la neuvième semaines. Les résultats montrent que le groupe expérimental a statistiquement obtenu de meilleurs résultats au post‐test que le groupe de contrôle. Les étudiants du groupe expérimental ont généralement préféré l’apprentissage en ligne accompagné de jeux éducatifs numériques aux leçons conventionnelles fondées sur des activités. Les professeurs ont une bonne opinion des jeux en ligne mais ils ont exprimé leur inquiétude quant à la nécessité d’un soutien supplémentaire si les jeux en ligne étaient adoptés comme élément fondamental dans leur enseignement. Online‐Vokabel‐Lernspiele als Mittel für das Lehren und Lernen englischer Vokabeln Vokabellernen wird von Anfängern oft als langweilig empfunden, besonders von jenen, die im “digitale Age” aufgewachsen sind. Dieser Beitrag berichtet über die Nützlichkeit, Online‐Spiele für das Vokabellernen bei einigen Anfänger‐Studenten einzusetzen. Drei Lehrer und 100 Technikstudenten nahmen an einer etwa neun Wochen laufenden quasi experimentellen Studie teil. Die experimentelle Gruppe lernte Vokabeln mit Hilfe zweier sorgfältig ausgewählter Web‐Sites mit Spielen, während die Kontrollgruppe dasselbe Vokabular durch aktivitätsbasierten Unterricht lernte. Vortest und Nachtest wurden in der ersten und in der neunten Wochen durchgeführt. Die Ergebnisse zeigen, dass im Nachtest die experimentelle Gruppe die Kontrollgruppe statistisch übertraf. Die Studenten in der experimentellen Gruppe bevorzugten im Allgemeinen das mit digitalen Lernspielen ergänzte Online‐Lernen gegenüber konventionellen aktivitätsbasierten Unterrichtsstunden. Die Lehrer bewerteten die Online‐Lernspiele hoch, drückten aber auch die Sorge aus, dass zusätzliche Unterstützung nachgefragt werden könnte, falls die Online‐Spiele als ein zentraler Teil ihres Lehrens übernommen werden würden. Los juegos de vocabulario en linea como herramientas de enseñanza y aprendizaje del vocabulario inglés El aprendizaje del vocabulario muchas veces aparece como un trabajo bastante aburrido especialmente para los alumnos de la generación digital. Este artículo presenta un estudio sobre la utilidad de los juegos en línea para el aprendizaje del vocabulario entre algunos alumnos de primer ciclo. Tres profesores y 100 estudiantes de ingeniería han participado en esa casi experimental investigación durante aproximadamente nueve semanas. El grupo experimental aprendió vocabulario por medio de juegos encontrados en dos sitios web cuidadosamente seleccionados mientras que el grupo de control aprendía el mismo vocabulario por medio de lecciones basadas en actividades. El pre‐test y el post‐test tuvieron lugar en la primera y en la novena semanas. Los resultados indican que el grupo experimental cumpló mejores estadísticas en el post‐test. En general los estudiantes del grupo experimental preferían el aprendizaje en línea entremezclado con juegos educativos digitales a las lecciones convencionales basadas en actividades. Los profesores tuvieron una excelente opinión de los juegos en linea pero expresarón su preocupación frente a la necesidad de conseguir extra soporte si los juegos en línea estuviesen adoptad
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“In fact, the repetition of the target words might have been reinforced by the sense or desire of winning among players, as highlighted in previous research [67].”
From The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us (2021) · cites this paper as [67]
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Metadata
- Authors
- Yip, F. W. M., & Kwan, A. C. M.
- Affiliations
- Hong Kong University of Science and Technology (HK)
- University of Hong Kong (HK)
- Corresponding author
- Kwan, Alvin C. M.
- Venue
- Educational Media International
- Publisher
- Informa UK Limited
- Published
- 2006-09
- Volume
- 43
- Issue
- 3
- Pages
- 233-249
- ISSN
- 0952-3987 (ISSN-L)
- 1469-5790
- OpenAlex
- W2023394508
- Cited by
- 278
- References
- 22
- Citations by year
- 2026: 3 · 2025: 6 · 2024: 8 · 2023: 17 · 2022: 25 · 2021: 30 · 2020: 20 · 2019: 18 · 2018: 28 · 2017: 13 · 2016: 11 · 2015: 16 · 2014: 16 · 2013: 17 · 2012: 13
- FWCI
- 7.36
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Educational Media International (publishedVersion)
- Hong Kong Education Bibliographic Database (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Second Language Acquisition and Learning
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › English Language Learning and Teaching
- Keywords
- English vocabulary learning, educational video games, game-based learning, English as a foreign language, engineering students, undergraduate students, activity-based lessons, learner preferences, teacher perceptions, online learning
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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