Video Games: Their Influence on English as a Foreign Language Vocabulary Acquisition
In this particular project, a four-week video game-based activity is proposed, using videogames as main sources to improve participants' vocabulary. Moreover, the data gathered in the project is triangulated by using tests, teacher's journal, and students' journal during the four weeks. The project aims to demonstrate the bond between videogames and vocabulary acquisition as well as breaking the superstition that videogames cannot be helpful in EFL contexts. Besides, during the activity, students are asked to play two games, Scribblenauts and Age of Empires II. Consequently, the research tries to understand and analyze the process and roles students and teachers develop through the usage of videogames in an EFL classroom; reflecting upon experiences from the games.
Burns, A. (2010). Doing Action Research in English Language Teaching: A Guide For Practitioners. New York and London: Routledge. https://doi.org/10.4324/9780203863466
Chiong, C. (2009). Can video games promote intergenerational play and literacy learning? New York: The Joan Ganz Cooney Center at Sesame Workshop.
Deubel, P. (2006). "Game on!" T.H.E. Journal (Technological Horizons in Education), 33 (6), 30-35.
Dyment, J. E., & O'Connell, T. S. (2011). Assessing the quality of reflection in student journals: A review of the research. Teaching in Higher Education, 16(1), 81-97 https://doi.org/10.1080/13562517.2010.507308
Foucault, M. (1980). The History of Sexuality. Volume I: An Introduction. Translated from the French by Robert Hurley. New York: First Vintage Books Edition.
Fremer, J., & Wall, J. (2003). Why use tests and assessments? Measuring up: Assessment issues for teachers, counselors, and administrators (pp. 3-19).
Galvis Guerrero, H. A. (2011). Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education. Colombia Applied Linguistics, 13(1), 54-70. Retrieved from http://www.scielo.org.co/pdf/calj/v13n1/v13n1a05.pdf. https://doi.org/10.14483/22487085.2931
Gee, J. P. (2007). What video games have to teach us about literacy and learning. Revised and Updated Edition. USA: St. Martin's press
Ghanbaran, S., & Ketabi, S. (2014). Multimedia games and vocabulary learning. Theory and practice in Language studies. Vol. 4, No. 3, pp. 489-496. https://doi.org/10.4304/tpls.4.3.489-496
Griffiths, M. (2002). The educational benefits of video games. Education and Health, 20 (3), 47-51.
Howard, C., & Ting-Yu, C. Y. (2012). The impact of adventure video games on foreign language learning and the perceptions of learners. Interactive Learning Environments - Interact Learn Environ. 21. 1-13. 10.1080/10494820.2012.705851.
Klein, A. (2013). 3 Reasons Why Video Games Are Underestimated In Language Learning. Retrieved from: https://goo.gl/jjsLGn
Kirriemuir, J., & MacFarlane, A. (2004). Report 8: Literature Review in Games and Learning. Bristol: Futurelab.
Krashen, S. (1985). The input hypothesis: Issues and implications. New York: Longman
Krashen, S. (1989). We acquire vocabulary and spelling by reading: Additional evidence for the input hypothesis. The modern language journal, 73(4), 440-464. https://doi.org/10.1111/j.1540-4781.1989.tb05325.x
Musa, J. (2015). Adding New Vocabulary While Playing Casual Games: Young People in Brunei as a Case Study. Sultan Hassanal Bolkiah Institute of Education (SHBIE), 7(2), 442 - 450. Prensky, M. (2001a). Digital Natives, Digital Immigrants. On the Horizon, 9(5), 1-6 Prensky, M. (2001b). Chapter V. Digital-Game Based Learning: McGraw-Hill
Prensky, M. (2004). What kids learn that's positive from playing video games: Simon Fraser: University, Surrey Campus Library.
Ranalli, J. (2008). Learning English with The Sims: exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21(5), 441-455. https://doi.org/10.1080/09588220802447859
Rideout, V. J., Foehr, U. G., & Roberts, D. F. (2010). Generation M [superscript 2]: Media in the Lives of 8-to 18-Year-Olds. Henry J. Kaiser Family Foundation.
Rivas Betancourt, D. (2016). Diseño de una secuencia didáctica para el aprendizaje del inglés a través de un videojuego dirigida a niños de nivel a2 en un curso de extensión de la Universidad del Valle. Facultad de Humanidades. Universidad del Valle, Santiago de Cali, Colombia. Recuperado de http://bibliotecadigital.univalle.edu.co/xmlui/bitstream/handle/10893/9802/CB0541293.pdf?sequence=1
Shaffer, D. W. (2006). How computer games help children learn. Macmillan: New York. https://doi.org/10.1057/9780230601994
Tomlinson, B. (1998). In Tomlinson, B. Materials Development in Language Teaching. Cambridge: Cambridge University Press.
Vahdat, S., & Behbahani, A. R. (2013). The effect of video games on Iranian EFL learners' vocabulary learning. The Reading Matrix, 13(1), 61-71.
Yip, F., & Kwan, A. (2006). Online vocabulary games as a tool for teaching and learning English vocabulary. Educational Media International, 43(3), 233-249. https://doi.org/10.1080/09523980600641445
Yu S. Y., Ostrosky, M., Meyer, E., Favazza, C., Mouzourou, C., & Leboeuf, L. (2015). Using teacher impression journals to improve intervention effectiveness. Topics in Early Childhood Special Education, 35(4), 245-255. https://doi.org/10.1177/0271121415590810
Zagal, J. (2010). Ludoliteracy: Defining, Under¬standing, and Supporting Games Education. ETC Press: Pittsburgh.
Copyright (c) 2019 GIST – Education and Learning Research Journal
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
This journal uses Crossref's Cited-By and Reference Linking, so that we can display the citations registered in Crossref here.
This document does not have Crossref citations yet.