Games Preferences for Vocabulary Learning Opportunities among Young ESL Learners in Secondary School Education in Malaysia

Paramasivam Muthusamy, Atieh Farashaiyan, Athar Nasek, Hui Zhang, Sun Chen, Heng Xu, Jiao Li, Junying Du, Qiao Mu

Abstract


This quasi-experimental study aimed to investigate which mode of language games—paper-based or computer-based—is preferred by Form Four ESL learners for acquiring vocabulary, particularly at the 2000-word level. A total of 70 students participated in the study, divided into two groups of 35 each. Experimental Group 1 first received Treatment A (computer-based games), followed by Treatment B (paper-based games), while Experimental Group 2 experienced the treatments in reverse order. By the end of the experiment, both groups were exposed to both vocabulary-learning methods. A questionnaire and semi-structured interviews were used to assess the participants' preferences for acquiring vocabulary. The data were presented using a descriptive analysis as percentages. The results indicated that computer-based games were generally preferred over paper-based games for vocabulary enhancement. However, paper-based games were not entirely disregarded by the participants.


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DOI: https://doi.org/10.5430/wjel.v15n8p369

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This work is licensed under a Creative Commons Attribution 4.0 International License.

World Journal of English Language
ISSN 1925-0703(Print)  ISSN 1925-0711(Online)

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