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...
| Main Authors: | , , , , |
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| Format: | Article |
| Language: | English |
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Universiti Putra Malaysia Press
2015
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| Online Access: | http://psasir.upm.edu.my/id/eprint/15681/ http://psasir.upm.edu.my/id/eprint/15681/1/12%20JSSH%201216-2014.pdf |
| _version_ | 1848842746156023808 |
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| author | Letchumanan, Kanthimathi Tan, Bee Hoon Paramasivam, Shamala Md Rashid, Sabariah Muthusamy, Paramasivam |
| author_facet | Letchumanan, Kanthimathi Tan, Bee Hoon Paramasivam, Shamala Md Rashid, Sabariah Muthusamy, Paramasivam |
| author_sort | Letchumanan, Kanthimathi |
| building | UPM Institutional Repository |
| collection | Online Access |
| 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. |
| first_indexed | 2025-11-15T08:04:01Z |
| format | Article |
| id | upm-15681 |
| institution | Universiti Putra Malaysia |
| institution_category | Local University |
| language | English |
| last_indexed | 2025-11-15T08:04:01Z |
| publishDate | 2015 |
| publisher | Universiti Putra Malaysia Press |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | upm-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 |
| 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 |
| title | 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_short | 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 |
| url | http://psasir.upm.edu.my/id/eprint/15681/ http://psasir.upm.edu.my/id/eprint/15681/ http://psasir.upm.edu.my/id/eprint/15681/1/12%20JSSH%201216-2014.pdf |