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. T...
Strategies for teaching vocabulary help students understand and remember the vocabulary they have ac...
The objectives of the research are to see whether games can improve students' vocabulary mastery ...
This study was carried out to measure the impact of the use of educational software (An individual e...
This exploratory study aims to investigate if computer games can expand learners’ vocabulary and imp...
Vocabulary is fundamental to communication, and mastering words is important in learning any languag...
Common strategies for learning vocabularies such as flash card normally just shares the common child...
This study aims to establish the effects of educational computer games on the vocabulary learning of...
In modern era, the use and implement of a new tool in the English as Second Language (ESL) classroom...
Study aims to investigate the effect of implementing computer and motor activity games on early EFL ...
This research started from an opinion that using computer game in learning English subject, in this ...
Learning vocabulary is not easy and it may be very frustrating to some learners. Many approaches hav...
This paper was created as part of the Online Master of Science - Computer Science (OMS CS) CS6460 Ed...
In Iran, learning vocabulary has been considered a boring subject for a long time and the traditiona...
Playing computer games in English affects one’s vocabulary size, and thus this project’s aim was to ...
Vocabulary mastery is the most critical element in learning English, and it can be obtained by apply...
Strategies for teaching vocabulary help students understand and remember the vocabulary they have ac...
The objectives of the research are to see whether games can improve students' vocabulary mastery ...
This study was carried out to measure the impact of the use of educational software (An individual e...
This exploratory study aims to investigate if computer games can expand learners’ vocabulary and imp...
Vocabulary is fundamental to communication, and mastering words is important in learning any languag...
Common strategies for learning vocabularies such as flash card normally just shares the common child...
This study aims to establish the effects of educational computer games on the vocabulary learning of...
In modern era, the use and implement of a new tool in the English as Second Language (ESL) classroom...
Study aims to investigate the effect of implementing computer and motor activity games on early EFL ...
This research started from an opinion that using computer game in learning English subject, in this ...
Learning vocabulary is not easy and it may be very frustrating to some learners. Many approaches hav...
This paper was created as part of the Online Master of Science - Computer Science (OMS CS) CS6460 Ed...
In Iran, learning vocabulary has been considered a boring subject for a long time and the traditiona...
Playing computer games in English affects one’s vocabulary size, and thus this project’s aim was to ...
Vocabulary mastery is the most critical element in learning English, and it can be obtained by apply...
Strategies for teaching vocabulary help students understand and remember the vocabulary they have ac...
The objectives of the research are to see whether games can improve students' vocabulary mastery ...
This study was carried out to measure the impact of the use of educational software (An individual e...