MINISTRY OF EDUCATION AND TRAINING HANOI OPEN UNIVERSITY MASTER THESIS M.A DEGREE IN ENGLISH STUDIES APPLYING DIGITAL GAMES TO IMPROVE ENGLISH VOCABULARY FOR FIRST-YEAR NON-ENGLISH MAJOR STUDENTS AT A COLLEGE IN HANOI (Ứng dụng trò chơi kỹ thuật số để nâng cao vốn từ vựng tiếng Anh dành cho sinh viên năm thứ nhất không chuyên ngữ tại một trường Cao đẳng ở Hà Nội) LÊ VÂN HƯƠNG Field: English Language Code: 8.01 Hanoi – 2023 MINISTRY OF EDUCATION AND TRAINING MINISTRY OF EDUCATION AND TRAINING HANOI HANOI OPEN UNIVERSITY OPEN UNIVERSITY MASTER THESIS M. ENGLISH STUDIES APPLYING DIGITAL GAMES TO IMPROVETITLE IN ENGLISH ENGLISH VOCABULARY (Title in NON-ENGLISH FOR FIRST-YEAR Vietnamese) MAJOR STUDENTS AT A COLLEGE IN HANOI (Ứng dụng trò chơi NGUYENkỹ thuật VAN số ANHđể nâng cao vốn từ vựng tiếng Anh dành cho sinh viên năm thứ nhất không chuyên ngữField: một trường tại English Cao đẳng ở Hà Nội) Language Code: 8.01 LÊ VÂN HƯƠNG Supervisor: ……………………… Field: English Language Code: 8. Ho Ngoc Trung Hanoi – 2023 CERTIFICATE OF ORIGINALITY I, the undersigned, hereby certify my authority of the study project report entitled “Applying Digital Games to Improve English Vocabulary for First- year non-English Major Students at a College in Hanoi” submitted in partial fulfillment of the requirements for the degree of Master in English Language. Except where the reference is indicated, no other person’s work has been used without due acknowledgment in the thesis text.
Hanoi, 2023 Lê Vân Hương Approved by SUPERVISOR (Signature and full name) Date: …………………… i ACKNOWLEDGEMENTS This study project was accomplished due to the invaluable assistance provided by numerous individuals, to whom I would like to extend my heartfelt appreciation. I would like to extend my utmost gratitude to my supervisor, Assoc. Ho Ngoc Trung, for his unwavering commitment in offering me invaluable assistance and supervision throughout this project, enabling its successful completion. Due to his mentorship and recommendations, I could proficiently investigate novel challenges and identify comprehensive, empirically-based resolutions.
Besides, I would like to extend my sincere appreciation to the esteemed teachers of the Faculty of English at Hanoi Open University. Their scholarly proficiency, enlightening presentations, and explicit instructions proved to be quite beneficial in my endeavor to complete the job. Furthermore, I would like to express my gratitude to the 80 students who actively collaborated and participated in the research, as well as for their vital insights and recommendations. Last but not least, I would like to extend my heartfelt gratitude to my family, friends, and colleagues for consistently placing their trust in me, providing unwavering support, and demonstrating genuine concern throughout my academic pursuits, including the study, research, and execution of this research.
ii ABSTRACT The purpose of the study was to test the effectiveness of using Digital Games to enhance students’ English vocabulary. This is one of the new methods of applying digital technology to teaching and learning in the current digital era. The research was conducted on first-year non-English major students at the Faculty of Food Processing Management of Hanoi Tourism College. By using pre and post-tests, questionnaires, and interview questions as a tool to measure student effectiveness, it was found that when students used Digital Games to learn new words, they would remember new words faster and longer than with traditional learning methods.
The reason for the effectiveness of this method is because it is close to students’ interests in playing games, it includes very vivid colorful images, and it is flexible to use anywhere. Research shows that students are excited about using a new tool to learn vocabulary. Students frequently participate in active learning by employing this particular method, thereby cultivating it as a habitual practice for studying many subjects. The enhancement of students’ academic achievement and the cultivation of a robust learning routine are of utmost significance.
Furthermore, the frequent integration of Digital Games in English lessons, as well as other academic disciplines, might enhance students’ ability to retain knowledge more efficiently and for extended periods. iii LIST OF ABBREVIATIONS EFL English as a Foreign Language DGs Digital Games DEGs Digital Educational Games HTC Hanoi Tourism College L2 Second Language DGBL Digital Game-Based Learning EBA Education Informatics Network DGBVL Digital Game-Based Vocabulary Learning VOLSI Vocabulary Learning Strategies Inventory AR Action Research % Percentage iv LIST OF TABLES, CHARTS, AND FIGURES LIST OF TABLES Table 4. The results of the pre-test and post-test 40 Table 4. Results of students’ pre-test and post-test 41 Table 4.
Observation notes 43 Table 4. Students’ opinions towards using Digital Games before the 45 experiment Table 4. Students’ opinions towards using Digital Games after the 48 experiment LIST OF CHARTS Chart 4. The results of the pre-test and post-test 41 Chart 4.
Students’ results of the group below 4 42 Chart 4. Students’ results of the group 9-10 42 LIST OF FIGURES Figure 4. Frequency of using Digital Games to learn English vocabulary 47 before experiment. Frequency of using Digital Games to learn English vocabulary 49 after experiment.
v TABLE OF CONTENTS Contents Page Certificate of originality i Acknowledgments ii Abstract iii List of abbreviations iv List of tables, charts, and figures v Table of contents vi CHAPTER I. Aim and Objectives 3 1. Scope of the Study 3 1. Significance of the Study 4 1.
Structure of the Study 4 CHAPTER II. Review of Previous Studies 6 2. Previous Studies Overseas 6 2. Previous Studies in Vietnam 9 2.
Review of Theoretical Background 10 2. Review of Vocabulary 10 2. Definition of Vocabulary 10 2. Classification of Vocabulary 12 2.
Aspects of Vocabulary 16 2. Vocabulary in Language Teaching 18 2. Techniques in Teaching Vocabulary 19 2. Digital Games and their Roles in Language Teaching 25 2.
Definition of Digital Games 25 2. Digital Games in English Vocabulary Teaching and Learning 26 2. Classification and characteristics of digital educational games 28 2. Summary 29 CHAPTER III.
Research Design 30 vi 3. Population and Sample 30 3. Data Collection Instrument 33 3. Data Collection Procedures 35 3.
Methods of Analysis 36 3. Summary 38 CHAPTER IV. RESULTS AND DISCUSSION 4. The acquisition of the first-year non-English major Students at Hanoi 40 Tourism College of English Vocabulary through the use of Digital Games 4.
Results of the Pre-test and Post-test 40 4. Results from Observations 43 4. The opinions of the first-year non-English major students at Hanoi Tourism 45 College towards using digital games to enhance their English vocabulary 4. Results from Questionnaires 45 4.
Results from Interviews 50 4. Limitation of the Study 53 5. Recommendations and Suggestions for Further Research 53 REFERENCES 54 APPENDICES 58 Appendix 1. Pre-tests 59 Appendix 2.
Post-tests 58 Appendix 3. Observation Sheet 60 Appendix 4. Interview Questions 64 Appendix 6. Interview Transcripts 65 Appendix 7.
Lesson plan 66 ANNEX 69 vii CHAPTER I INTRODUCTION 1. Rationale of the Study Vocabulary is the understanding of words and their meanings. Steven Stahl (2005) asserts that comprehending a phrase includes comprehending both its definition and the context in which it is used. Throughout a lifetime, one’s vocabulary expands in both breadth and depth; it is never fully mastered.
Unquestionably, one of the most crucial components of learning a language is developing one’s vocabulary. Very little can be communicated without grammar, and nothing can be communicated without vocabulary. In that vocabulary serves as the input for grammar’s general patterns, which are provided by grammar, Cook’s conclusion from 2000 is consistent with Wilkins’ from 1972. Lewis (1993) and other scholars have argued that teaching vocabulary should be the primary goal of language training because language is made up of grammaticalized lexis rather than lexicalized grammar.
People cannot read, talk, listen, write, or understand a foreign language without acquiring a certain number of words. How can people comprehend the level of meaning that is implied in language or become conversationally fluent without the usage of lexis? Thus, the importance of vocabulary in language learning cannot be contested. The best way to teach and learn a language is still not clear, even though professors and students at most Vietnamese institutions, as well as the Hanoi Tourism College (HTC), are currently devoting attention to the subject. My observations and personal experience indicate that the grammar-translation method is usually used to teach vocabulary, meaning that explanation and definition typically take up much vocabulary teaching time.
Additionally, students produce pages and pages of word lists that they rarely get to use, and classroom blackboards are routinely covered in a flood of fresh lexical objects. As a result, the students’ short-term memory is strengthened with new vocabulary terms. They will swiftly forget the new words’ meanings and contexts. Additionally, it deters students from taking language lessons seriously.
One of the most difficult aspects of learning a foreign language is being able to retain vocabulary. The success of English language learners depends on their ability to expand their vocabulary. If a learner has a big vocabulary, communicating with 1 others and comprehending written material will be rather simple. But learning new words has never been easy.
To help students increase their vocabulary, teachers must employ a range of techniques, such as visual aids, exercises, and notably educational games. Nation (1994) suggests giving students speaking and writing assignments based on written material that contains the words, engaging them in graded reading or listening to stories, assigning them speaking and writing tasks based on the written material, and engaging them in vocabulary-testing activities like Word and Picture Matching, Same or Different, etc. to help students remember words they have already encountered. The use of visual aids in the classroom, speaking exercises (role plays, narratives, etc.), games, questionnaires, and problem-solving activities are among the suggestions made by Gairn and Redman (1986).
Contrarily, Watcyn- Jones (1993) recommends that teachers use games and activities to reinforce vocabulary since they seem to make learning more active, profoundly engage students, and considerably boost retention. These methodology writers usually endorse encouraging instructors to play a more active role in implementing lessons that encourage students to recycle their words in the classroom. Playing language games, especially online, is the activity that is most usually recommended. They assert that playing language games is highly competitive, fun, and inspiring.
They also encourage a more relaxed atmosphere and provide students with more opportunities to use and review their language. With the use of language activities, students will be entertained, stimulated, and involved in vocabulary growth. They can pick up new lexical concepts faster and retain them better as a result. Due to its various advantages, language games seem to be an effective way to teach and learn a foreign language in general and vocabulary in particular.
Games are pleasurable by nature, and most people would agree that if learning could be made enjoyable, students would learn more, according to Celce-Murcia (1979). By putting language use over language practice, games achieve this by bringing the classroom closer to the actual world. Each game stresses one or more English language skills, such as grammar, vocabulary, or communication, whether on purpose or by default. Games can teach, thus there may be no barrier to including them in a class.
2 On their phones, HTC students love to play games. They engage in play in all places, including the classroom, the canteen, the stairway, and the area outside the school gate. They have a lot of trouble retaining words, but they enjoy playing games in particular. Therefore, we decided to use Digital Games (DGs) to teach students vocabulary in English.
Online resources for software to create DGs for vocabulary acquisition abound. This will improve students’ ability to pick up the language in college. The topic chosen is “Applying Digital Games to Improve English Vocabulary for First-Year Non-English Major Students at a College in Hanoi” for the reasons mentioned above. Aim and Objectives of the Study This study aims to aid the first-year non-English major students at a college in Hanoi who are learning English in expanding their vocabulary through the use of DGs.