Authors :
Zainulabdeen Hoorul Firthouz
Volume/Issue :
Volume 9 - 2024, Issue 10 - October
Google Scholar :
https://tinyurl.com/3ww4a57w
Scribd :
https://tinyurl.com/yc42tsnn
DOI :
https://doi.org/10.38124/ijisrt/IJISRT24OCT1051
Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.
Abstract :
This research explores the role of language
games as an educational tool in developing vocabulary
acquisition among secondary ESL (English as a Second
Language) learners at Ak/Al-Irfan Ladies College,
Pottuvil. The main goal of this research is to identify
whether the collaborative language games can enhance
vocabulary acquisition when compared to conventional
methods of teaching, such as memorization by repetition
and textbook-based learning.
A mixed method research design was used to collect
data for this study which includes both qualitative and
quantitative data. The quantitative data was gathered
using the results of pre-tests and post-tests with the aim
of assessing the learner’s vocabulary acquisition before
and after the classroom instruction. On the other hand,
the qualitative data include questionnaires, interviews
and focus group discussion with students which aid in
gathering valuable insights such as their viewpoints,
attitudes and experiences in terms of incorporating
language games in the classroom settings.
According to the findings of the research, it is clear
that incorporating language games in classroom settings
has a very positive impact on students’ performances in
terms of acquiring vocabulary. This particular group of
students not only improved their vocabulary skills but
also, they were more active than the other group
students when it comes to classroom activities. On the
other hand, the students who were taught vocabulary
using the traditional teaching methods showed less
engagement in classroom activities and they were only
exposed to a limited acquisition of vocabulary due to the
use of conventional teaching approach.
The study suggests that language games foster a
more interactive and enjoyable learning environment,
which contributes to the students' long-term vocabulary
retention. The element of fun and competition inherent
in these games appears to stimulate students' interest in
learning, reducing the monotony often associated with
traditional methods. Consequently, the research
concludes that incorporating language games into ESL
instruction can offer significant pedagogical benefits,
making it a viable and potentially superior alternative to
conventional vocabulary teaching methods.
Keywords :
Vocabulary, Games, Second Language, Incorporate, Acquire.
References :
- Cameron, L. (2001). Teaching languages to young learners. Cambridge University Press.
- Deci, E. L., & Ryan, R. M. (2000). Intrinsic motivation and self-determination in human behavior. Springer Science & Business Media.
- Ellis, R. (2005). Instructed second language acquisition: A literature review. Report to the Ministry of Education, New Zealand.
- Huyen, N. T. T., & Nga, K. T. T. (2003). Learning vocabulary through games: The effectiveness of learning vocabulary through games. Asian EFL Journal, 5(4), 90-105.
- Krashen, S. D. (1982). Principles and practice in second language acquisition. Pergamon Press.
- Laufer, B. (1997). What’s in a word that makes it hard or easy: Some intralexical factors that affect the learning of words. In N. Schmitt & M.
- McCarthy (Eds.), Vocabulary: Description, acquisition, and pedagogy (pp. 140-155). Cambridge University Press.
- Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge University Press.
- Rinvolucri, M. (1984). Grammar games: Cognitive, affective, and drama activities for EFL students. Cambridge University Press.
- Schmitt, N. (2008). Review article: Instructed second language vocabulary learning. Language Teaching Research, 12(3), 329-363.
- Schmitt, N. (2010). Researching vocabulary: A vocabulary research manual. Palgrave Macmillan.
- Sweller, J. (1994). Cognitive load theory, learning difficulty, and instructional design. Learning and Instruction, 4(4), 295-312.
- Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
- Wright, A., Betteridge, D., & Buckby, M. (2006). Games for language learning (3rd ed.). Cambridge University Press.
This research explores the role of language
games as an educational tool in developing vocabulary
acquisition among secondary ESL (English as a Second
Language) learners at Ak/Al-Irfan Ladies College,
Pottuvil. The main goal of this research is to identify
whether the collaborative language games can enhance
vocabulary acquisition when compared to conventional
methods of teaching, such as memorization by repetition
and textbook-based learning.
A mixed method research design was used to collect
data for this study which includes both qualitative and
quantitative data. The quantitative data was gathered
using the results of pre-tests and post-tests with the aim
of assessing the learner’s vocabulary acquisition before
and after the classroom instruction. On the other hand,
the qualitative data include questionnaires, interviews
and focus group discussion with students which aid in
gathering valuable insights such as their viewpoints,
attitudes and experiences in terms of incorporating
language games in the classroom settings.
According to the findings of the research, it is clear
that incorporating language games in classroom settings
has a very positive impact on students’ performances in
terms of acquiring vocabulary. This particular group of
students not only improved their vocabulary skills but
also, they were more active than the other group
students when it comes to classroom activities. On the
other hand, the students who were taught vocabulary
using the traditional teaching methods showed less
engagement in classroom activities and they were only
exposed to a limited acquisition of vocabulary due to the
use of conventional teaching approach.
The study suggests that language games foster a
more interactive and enjoyable learning environment,
which contributes to the students' long-term vocabulary
retention. The element of fun and competition inherent
in these games appears to stimulate students' interest in
learning, reducing the monotony often associated with
traditional methods. Consequently, the research
concludes that incorporating language games into ESL
instruction can offer significant pedagogical benefits,
making it a viable and potentially superior alternative to
conventional vocabulary teaching methods.
Keywords :
Vocabulary, Games, Second Language, Incorporate, Acquire.