Incidental learning of vocabulary through computer-based and paper-based games by secondary school ESL learners

This quasi-experimental study attempted to investigate which mode of language games, paper-based or computer-based, can better expand the English vocabulary size of Form Four students especially at the 2000 word-level. Seventy students were involved in this study i.e. thirty-five in each group. The...

Full description

Saved in:
Bibliographic Details
Main Authors: Letchumanan, Kanthimathi, Tan, Bee Hoon, Paramasivam, Shamala, Md Rashid, Sabariah, Muthusamy, Paramasivam
Format: Article
Language:English
Published: Universiti Putra Malaysia Press 2015
Online Access:http://psasir.upm.edu.my/id/eprint/15681/1/12%20JSSH%201216-2014.pdf
http://psasir.upm.edu.my/id/eprint/15681/
http://www.pertanika.upm.edu.my/Pertanika%20PAPERS/JSSH%20Vol.%2023%20%283%29%20Sep.%202015/12%20JSSH%201216-2014.pdf
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Universiti Putra Malaysia
Language: English
id my.upm.eprints.15681
record_format eprints
spelling my.upm.eprints.156812016-01-28T04:15:44Z http://psasir.upm.edu.my/id/eprint/15681/ Incidental learning of vocabulary through computer-based and paper-based games by secondary school ESL learners Letchumanan, Kanthimathi Tan, Bee Hoon Paramasivam, Shamala Md Rashid, Sabariah Muthusamy, Paramasivam This quasi-experimental study attempted to investigate which mode of language games, paper-based or computer-based, can better expand the English vocabulary size of Form Four students especially at the 2000 word-level. Seventy students were involved in this study i.e. thirty-five in each group. The study was conducted in three stages. First, the participants sat for the Productive Vocabulary Levels Test (PVLT) as a pre-treatment measurement. Then the Experimental Group 1 played the computer-based games and the Experimental Group 2 played the paper-based games for seven weeks before sitting for the first post-treatment parallel PVLT. After that, both groups switched treatments before they were assessed again using the second parallel PVLT. The statistical analysis of the pre- and post-treatment test scores were done using the t-test. The results show a significant gain for both modes of games, but the computer-based games had a higher mean gain. The study provides evidence that the computer-based games had better influence on students' vocabulary enhancement than the paper-based games. Universiti Putra Malaysia Press 2015-09 Article PeerReviewed application/pdf en http://psasir.upm.edu.my/id/eprint/15681/1/12%20JSSH%201216-2014.pdf Letchumanan, Kanthimathi and Tan, Bee Hoon and Paramasivam, Shamala and Md Rashid, Sabariah and Muthusamy, Paramasivam (2015) Incidental learning of vocabulary through computer-based and paper-based games by secondary school ESL learners. Pertanika Journal of Social Sciences & Humanities, 23 (3). pp. 725-740. ISSN 0128-7702; ESSN: 2231-8534 http://www.pertanika.upm.edu.my/Pertanika%20PAPERS/JSSH%20Vol.%2023%20%283%29%20Sep.%202015/12%20JSSH%201216-2014.pdf
institution Universiti Putra Malaysia
building UPM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Putra Malaysia
content_source UPM Institutional Repository
url_provider http://psasir.upm.edu.my/
language English
description This quasi-experimental study attempted to investigate which mode of language games, paper-based or computer-based, can better expand the English vocabulary size of Form Four students especially at the 2000 word-level. Seventy students were involved in this study i.e. thirty-five in each group. The study was conducted in three stages. First, the participants sat for the Productive Vocabulary Levels Test (PVLT) as a pre-treatment measurement. Then the Experimental Group 1 played the computer-based games and the Experimental Group 2 played the paper-based games for seven weeks before sitting for the first post-treatment parallel PVLT. After that, both groups switched treatments before they were assessed again using the second parallel PVLT. The statistical analysis of the pre- and post-treatment test scores were done using the t-test. The results show a significant gain for both modes of games, but the computer-based games had a higher mean gain. The study provides evidence that the computer-based games had better influence on students' vocabulary enhancement than the paper-based games.
format Article
author Letchumanan, Kanthimathi
Tan, Bee Hoon
Paramasivam, Shamala
Md Rashid, Sabariah
Muthusamy, Paramasivam
spellingShingle Letchumanan, Kanthimathi
Tan, Bee Hoon
Paramasivam, Shamala
Md Rashid, Sabariah
Muthusamy, Paramasivam
Incidental learning of vocabulary through computer-based and paper-based games by secondary school ESL learners
author_facet Letchumanan, Kanthimathi
Tan, Bee Hoon
Paramasivam, Shamala
Md Rashid, Sabariah
Muthusamy, Paramasivam
author_sort Letchumanan, Kanthimathi
title Incidental learning of vocabulary through computer-based and paper-based games by secondary school ESL learners
title_short Incidental learning of vocabulary through computer-based and paper-based games by secondary school ESL learners
title_full Incidental learning of vocabulary through computer-based and paper-based games by secondary school ESL learners
title_fullStr Incidental learning of vocabulary through computer-based and paper-based games by secondary school ESL learners
title_full_unstemmed Incidental learning of vocabulary through computer-based and paper-based games by secondary school ESL learners
title_sort incidental learning of vocabulary through computer-based and paper-based games by secondary school esl learners
publisher Universiti Putra Malaysia Press
publishDate 2015
url http://psasir.upm.edu.my/id/eprint/15681/1/12%20JSSH%201216-2014.pdf
http://psasir.upm.edu.my/id/eprint/15681/
http://www.pertanika.upm.edu.my/Pertanika%20PAPERS/JSSH%20Vol.%2023%20%283%29%20Sep.%202015/12%20JSSH%201216-2014.pdf
_version_ 1643825998823686144