Application of game-based learning in developing metacognition for facilitating English for specific purpose (ESP) vocabulary acquisition: A case study
Insufficient vocabulary knowledge among business undergraduates often leads to problems in both written and spoken communication. Improving vocabulary is a conscious effort requiring metacognitive awareness, which refers to the ability of an individual to reflect, understand and control their learni...
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| Format: | Final Year Project / Dissertation / Thesis |
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2023
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| Online Access: | http://eprints.utar.edu.my/6259/ http://eprints.utar.edu.my/6259/1/20AAM00744_DIS.pdf |
| _version_ | 1848886629352079360 |
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| author | Tan, Wilson |
| author_facet | Tan, Wilson |
| author_sort | Tan, Wilson |
| building | UTAR Institutional Repository |
| collection | Online Access |
| description | Insufficient vocabulary knowledge among business undergraduates often leads to problems in both written and spoken communication. Improving vocabulary is a conscious effort requiring metacognitive awareness, which refers to the ability of an individual to reflect, understand and control their learning. This study investigated the effect of game-based learning on ESP learners’ metacognitive awareness and vocabulary acquisition through a mixed-method approach. A total of 65 participants were involved in this study. The quantitative data were gathered through pre- and post-vocabulary tests and the adapted Metacognitive Awareness Inventory (MAI). The results showed there was a significant improvement in learners’ conditional knowledge and comprehension monitoring. Focus group interviews and a questionnaire were used to analyse the perception of the usefulness of game-based learning in developing metacognitive awareness and facilitating vocabulary acquisition. The findings from the qualitative data showed that game-based learning is effective in vocabulary acquisition as well as developing metacognitive awareness. These findings can help ESP practitioners, and course and syllabus designers iv incorporate game-based learning as a tool of learning to better allow students to learn the contents being taught. |
| first_indexed | 2025-11-15T19:41:32Z |
| format | Final Year Project / Dissertation / Thesis |
| id | utar-6259 |
| institution | Universiti Tunku Abdul Rahman |
| institution_category | Local University |
| last_indexed | 2025-11-15T19:41:32Z |
| publishDate | 2023 |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | utar-62592024-04-04T14:07:14Z Application of game-based learning in developing metacognition for facilitating English for specific purpose (ESP) vocabulary acquisition: A case study Tan, Wilson B Philosophy (General) H Social Sciences (General) PE English Insufficient vocabulary knowledge among business undergraduates often leads to problems in both written and spoken communication. Improving vocabulary is a conscious effort requiring metacognitive awareness, which refers to the ability of an individual to reflect, understand and control their learning. This study investigated the effect of game-based learning on ESP learners’ metacognitive awareness and vocabulary acquisition through a mixed-method approach. A total of 65 participants were involved in this study. The quantitative data were gathered through pre- and post-vocabulary tests and the adapted Metacognitive Awareness Inventory (MAI). The results showed there was a significant improvement in learners’ conditional knowledge and comprehension monitoring. Focus group interviews and a questionnaire were used to analyse the perception of the usefulness of game-based learning in developing metacognitive awareness and facilitating vocabulary acquisition. The findings from the qualitative data showed that game-based learning is effective in vocabulary acquisition as well as developing metacognitive awareness. These findings can help ESP practitioners, and course and syllabus designers iv incorporate game-based learning as a tool of learning to better allow students to learn the contents being taught. 2023-09 Final Year Project / Dissertation / Thesis NonPeerReviewed application/pdf http://eprints.utar.edu.my/6259/1/20AAM00744_DIS.pdf Tan, Wilson (2023) Application of game-based learning in developing metacognition for facilitating English for specific purpose (ESP) vocabulary acquisition: A case study. Master dissertation/thesis, UTAR. http://eprints.utar.edu.my/6259/ |
| spellingShingle | B Philosophy (General) H Social Sciences (General) PE English Tan, Wilson Application of game-based learning in developing metacognition for facilitating English for specific purpose (ESP) vocabulary acquisition: A case study |
| title | Application of game-based learning in developing metacognition for facilitating English for specific purpose (ESP) vocabulary acquisition: A case study |
| title_full | Application of game-based learning in developing metacognition for facilitating English for specific purpose (ESP) vocabulary acquisition: A case study |
| title_fullStr | Application of game-based learning in developing metacognition for facilitating English for specific purpose (ESP) vocabulary acquisition: A case study |
| title_full_unstemmed | Application of game-based learning in developing metacognition for facilitating English for specific purpose (ESP) vocabulary acquisition: A case study |
| title_short | Application of game-based learning in developing metacognition for facilitating English for specific purpose (ESP) vocabulary acquisition: A case study |
| title_sort | application of game-based learning in developing metacognition for facilitating english for specific purpose (esp) vocabulary acquisition: a case study |
| topic | B Philosophy (General) H Social Sciences (General) PE English |
| url | http://eprints.utar.edu.my/6259/ http://eprints.utar.edu.my/6259/1/20AAM00744_DIS.pdf |