VocabularyGamesand LanguageLearning* - …€™probability’the’ scores’increased’by’...

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Vocabulary Games and Language Learning Hilary Preece EDU 626 Presenta3on Georgetown College Fall 2015

Transcript of VocabularyGamesand LanguageLearning* - …€™probability’the’ scores’increased’by’...

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Vocabulary  Games  and  Language  Learning  

Hilary  Preece  EDU  626  Presenta3on  Georgetown  College  

Fall  2015  

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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.  

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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  in  Technology  to  Mobile  Devices  •  Some  researchers  even  feel  that  the  term  CALL  may  be  outdated  and  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).    

       

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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?  

 

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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  

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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)  

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Spanish  Technology  Group  (ST)  English  Technology    Group(ET)  

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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.”  

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Spanish  Technology  Group  (ST)  English  Technology    Group(ET)  

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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.”  

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Spanish  Technology  Group  (ST)  English  Technology    Group(ET)  

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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.”  

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Spanish  Kinesthetic  Group  (SK)  English  Kinesthetic  Group(EK)  

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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.  “  

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Spanish  Kinesthetic  Group  (SK)  English  Kinesthetic  Group(EK)  

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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.”  

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Spanish  Kinesthetic  Group  (SK)  English  Kinesthetic  Group(EK)  

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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.”  

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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.    

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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.  

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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.    

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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"

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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$

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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.  

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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?  

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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  

•     

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Questions?