VocabularyGamesand LanguageLearning* - …€™probability’the’ scores’increased’by’...
Transcript of VocabularyGamesand LanguageLearning* - …€™probability’the’ scores’increased’by’...
Vocabulary Games and Language Learning
Hilary Preece EDU 626 Presenta3on Georgetown College
Fall 2015
Kinesthetic or Technological? • In language learning classrooms, occasionally teachers incorporate vocabulary games to help with vocabulary reten3on.
• I was interested in two types of games, kinesthe3c and technological.
• Because the school is a 1-‐1 iPad school, I focused on gaming apps in the classroom and the differences in data when compared to classroom kinesthe3c games.
Literature A Brief Introduc/on to CALL • Computer Assisted Language Learning (CALL) from the 80’s, blended
classroom approach (Jarvis & Achilleos, 2013, p. 1). CALL helps assist language learning and focuses on prac3ce outside of the classroom
Benefits of Technology on Student Mo/va/on and A=tude Toward Language Learning • Over 80% of the students found the program beneficial for
pronuncia3on prac3ce, and 94% believed their listening skills improved because of the CALL lab (Grgurovic, 2011, p. 108).
A Shi? in Technology to Mobile Devices • Some researchers even feel that the term CALL may be outdated and
unnecessary (Jarvis & Krashen, 2014, p. 5). Instead, these researchers lean toward a new term, Mobile Assisted Language Use (MALU) (Jarvis & Achilleos, 2013, p. 1).
Research Question
• To what extent does using classroom gaming apps help with vocabulary reten3on for students learning Spanish and ESL students when compared with tradi3onal kinesthe3c classroom games?
Participants Kinesthe/c Group • 71 Spanish class students (SK) • 26 English class students (EK) • 6 ESL students within the English class.
Technology Group • 63 Spanish class students (ST) • 22 English class students (ET) • 6 ESL students within the English class
Teachers for a Survey • 50
Class Procedures
PRE-‐TEST (Beginning of the Unit)
TEACHING THE VOCABULARY (Daily)
GAME TO PRACTICE THE VOCABULARY (Daily)
OPEN-‐ENDED STUDENT SURVEY (Daily)
POST-‐TEST (End of the Unit)
Spanish Technology Group (ST) English Technology Group(ET)
Findings: Survey Technology Group (ST and ET)
compe&&ve(6%(
disliked(5%(
indifferent(4%(
helpful(26%(liked(
56%(
repeat(1%(
unhelpful(2%( Kahoot&
• Quote 1-‐ “I think Kahoot is a entertaining way to learn our vocabulary. Also, it helps me learn my vocabulary becer. This is a way for me to be compe33ve in a fun way and learn my vocabulary.”
• Quote 2-‐ “I'm not good at Spanish so I don't feel good about prac3cing it. I like doing Kahoot because I'm a visual learner.”
Spanish Technology Group (ST) English Technology Group(ET)
Findings: Survey Technology Group (ST and ET)
compe&&ve(5%(
disliked(9%(
hec&c((4%(
helpful(8%(
indifferent(7%(liked(
59%(
repeat(4%(
social(1%(
unhelpful(3%( Quizizz%
Quote 1-‐ “I liked quizizz because it gives people more 3me to answer the ques3on and let them do it at their own pace.” Quote 2-‐ “Quizzes isn't that fun and and not as much compe33on like playing kahoot. I believe we learn becer when we do something fun and compete against each other.”
Spanish Technology Group (ST) English Technology Group(ET)
Findings: Survey Technology Group (ST and ET)
compe&&ve(5%(
disliked(9%(
helpful(19%(
indifferent(5%(
liked(58%(
repeat(1%(
unhelpful(3%( Sca$er/(Quizlet(
Quote 1-‐ “I really enjoyed the quizlet game. It helps your memorize each word and defini3on with games you can play. I liked how it had prac3ce tests that gave you a licle something of each game. Like true or false, spelling and mul3ple choice. It helped a lot, and made me more confident about each of the words.” Quote 2-‐ “I don't like quizlet as much as Kahoot or quiz up. The matching games did not help me out as much as Kahoot. I overall didn't have that much fun.”
Spanish Kinesthetic Group (SK) English Kinesthetic Group(EK)
Findings: Survey Kinesthetic Group (SK and EK)
ac#ve&2%&
compe##ve&2%&
disliked&3%&
hec#c&1%&
helpful&26%&
unhelpful&3%&repeat&
7%&indifferent&
3%&
liked&50%&
social&3%&
Fly$Swa(er$Game$
Quote 1-‐” I enjoyed the game that we played. I really liked working with big teams. The game was fun and made everyone think.” Quote 2-‐ “It was ok, I just feel like I'm not learning anything for this stuff. “
Spanish Kinesthetic Group (SK) English Kinesthetic Group(EK)
Findings: Survey Kinesthetic Group (SK and EK)
ac#ve&11%& disliked&
12%&
helpful&18%&
indifferent&9%&
liked&31%&
mo#vated&1%&
hec#c&1%&
repeat&2%&
social&7%&
neg&social&2%&
unhelpful&5%&
interes#ng&1%&Quiz%Quiz%Trade%
Quote 1-‐ “I enjoyed the trading of notecards for the purpose of studying vocabulary because it was a fun and efficient way of studying. I also liked how it was ac3ve and we had to walk around the room to learn the other vocab words.” Quote 2 – “I didn't really like the game because it is boring and pointless.”
Spanish Kinesthetic Group (SK) English Kinesthetic Group(EK)
Findings: Survey Kinesthetic Group (SK and EK)
ac#ve&2%&
compe##ve&9%&
disliked&2%&
hec#c&2%&
helpful&15%&
indifferent&2%&liked&
48%&
mo#vated&1%&
quick&5%&
repeat&5%&
social&8%& unhelpful&
1%&
Popsicle)Race)
Quote 1-‐ “Everything is really easy to understand and remember! we should play more games ! I think it helps with remembering vocab. 5/5 stars” Quote 2-‐ “It was ok. Didn't really help me remember anything because it was so fast paced.”
Findings-‐ Pre and Post Test ET and EK
EK Pre-‐Post Test (14 students)
t=7.95 p=0
Low probability the scores increased by chance
ET Pre-‐Post Test (10 students)
t=3.82 p=0
Low probability the scores increased by chance
Difference in the Difference/ Growth?
t=.78 p=.45
Not enough evidence to be sta3s3cally significant
The two English classes performed the same. The different vocabulary games did not maTer with the test results.
Findings-‐ Pre and Post Test ST and SK
SK Pre-‐Post Test (54 students)
t=-‐12.5 p=0
Low probability the scores increased by chance
ST Pre-‐Post Test (57 students)
t=-‐13.67 p=0
Low probability the scores increased by chance
Difference in the Difference / Growth?
t=-‐2.93 p=.004
It is likely that the ST group performed beTer on the post-‐test.
From a sta/s/cal standpoint, the Spanish Technology group performed beTer. The gaming apps were slightly more effec/ve than the kinesthe/c games.
Findings-‐ Pre and Post Test ESL students from EK and ET Student Pre-‐test
Average Post-‐Test Average
EK student 1 64% 100% EK student 2 55% 100% EK student 3 18% 100% ET student 1 17% 83% ET student 2 50% 42% ET student 3 33% 17%
The ELL students performed becer with the kinesthe3c games.
Findings: Teacher Survey
44"
6"
Helpful"
Unhelpful"
Teacher's)Opinions)if)iPad)Games)Help)Vocabulary)Learning)
Number"of"Teachers"
0" 5" 10" 15" 20" 25" 30" 35" 40" 45"
Daily"
Every"other"Day"
Once/Twice"a"Week"
Once"a"month"
How$O&en$Teachers$Use$iPads$in$the$Classroom$
Number"of"Teachers"
Findings: Teacher Survey
Very%Comfortable%
36%%
Not%Comfortable%
8%%
Have%not%used%the%games,%but%
could%try%12%%
Somewhat%Comfortable%
44%%
Teacher's)Comfort)Level)with)Gaming)Apps)
Daily&4%&
Every&Other&Day&8%&
Never&22%&
Once&a&Month&40%&
Once&or&Twice&a&Week&26%&
How$O&en$Teachers$Use$Gaming$Apps$in$the$Classroom$
Discussion Local Significance-‐ • The majority of teachers at our school use iPads for engagement and believe they are beneficial.
• Teachers need to be careful with ESL students, they may not benefit as much from simply studying the digital vocabulary cards. The data actually showed a decrease in pre-‐post test scores.
• iPad games can be an effec3ve review tool for students. It also provides mo3va3on and engagement according to the surveys. Sta3s3cally, (50% and higher) students enjoyed iPad games more and felt they were more helpful.
Global Significance • As our world moves toward technology, gaming apps can change how our students study.
Future Research • Is vocabulary.com effec/ve for English teachers to use? • Should vocabulary be more of a focus at our school? • What would best help ELL students to retain vocabulary? • Are teachers mee/ng the needs of ELL students with digital literacy?
References • Bhao, T.M. (2013). Teaching reading through computer-‐assisted language learning. The Electronic
Journal for English as a Second Language, 17 (2). 1-‐11 • Grgurovic, M. (2011). Blended learning in an ESL class: A case study. CALICO Journal, 29 (1),
100-‐117. Retrieved from hcps://calico.org/a-‐895-‐Blended Learning in an ESL Class A Case Study.html
• Izapadpanah, S. Asadi, J. (2015). The comparison of computer assisted teaching and tradi3onal explicit method in learning/teaching English vocabulary. Modern Journal of Language Teaching Methods, 5 (2). 554-‐569
• Jarvis, H., & Achilleos, M. (2013). From computer assisted language learning (CALL) to mobile assisted language use (MALU). The Electronic Journal for English as a Second Language 16(4). 1-‐18
• Jarvis, H., & Krashen, S. (2013). Is CALL obsolete? Language acquisi3on and language learning revisited in a digital age. The Electronic Journal for English as a Second Language 17(4). 1-‐6
• Kentucky Department of Educa3on. (2014). Kentucky school report card. Retrieved from website: hcp://applica3ons.educa3on.ky.gov/SRC/Profile.aspx
• Mertler, C. (2014). Ac3on research: Improving schools and empowering educators. Thousand Oaks: Sage.
• Mutlu, A., & Eroz-‐Tuga, B. (2013). The role of computer-‐assisted language learning (CALL) in promo3ng learner autonomy. Eurasian Journal of EducaJonal Research 51.107-‐122
• Rezaee, A., & Ahmadzadeh, S. (2012). Integra3ng computer mediated with face-‐to-‐face communica3on and EFL learner’s vocabulary improvement. Journal of Language Teaching and Research, 3 (3). 346-‐352
•
Questions?