Trần Thiện Minh Thư STUDENTS’ PERCEPTIONS ON ENGLISH VOCABULARY TEACHING AND LEARNING BY USING BLOOKET: A CASE AT LONG AN COLLEGE OF EDUCATION LUAN VAN THAC Si KHOA HQC GIAO DUC Thành phố Hồ Chí Minh - 2023 Trần Thiện Minh Thư STUDENTS’ PERCEPTIONS ON ENGLISH VOCABULARY TEACHING AND LEARNING BY USING BLOOKET: A CASE AT LONG AN COLLEGE OF EDUCATION Chuyên ngành: Ly luận và phương pháp day học bộ môn tiếng Anh Mã số: 8140111 LUẬN VĂN THẠC SĨ KHOA HỌC GIÁO DỤC NGƯỜI HƯỚNG DÁN KHOA HỌC: TS. THÁI CÔNG DAN Thanh phố Hồ Chí Minh - 2023 LOI CAM DOAN Tên tôi Tran Thiện Minh Thư. Tôi xin cam đoan luận văn về dé tai “Students’ Perceptions nn English Vocabulary Teaching and Learning by Using Blooket: A Case at Long An College of Education” là công trình nghiên cứu cá nhân của tôi trong thời gian qua theo yêu cầu của chương trình thạc sĩ tại Trường Đại học Sư phạm Thành phố Hỗ Chi Minh. Số liệu và kết quá nghiên cứu trong luận văn này chưa từng được sử dụng hoặc công bố trong bat kỳ công trình nào khác.
Hỗ Chí Minh, 2023 Tran Thiện Minh Thư DECLARATION My name is Tran Thien Minh Thu. I assure that my thesis entited "Students’ Perceptions nn English Vocabulary Teaching and Learning by Using Blooket: A Case at Long An College of Education” is solely the result of my own work as the fulfillment of the requirements for the Master's program at the Ho Chi Minh City University of Pedagogy. Data and research results in this thesis have never been used or published in any other works. Hỗ Chi Minh, 2023 Tran Thien Minh Thu LỜI CÁM ON Trong quá trình nghiên cửu và hoàn thiện luận văn tác giá đã nhận được rất nhiều sự hỗ trợ và động viên của các cấp lãnh đạo, thầy cô, bạn bè đồng nghiệp và gia đình.
Trước hết tác giả xin được gửi lời cảm ơn chân thành nhất đến giáo viên hướng dẫn — TS. Thái Công Dân, người đã trực tiếp hướng dẫn, tận tình chi bảo và giúp đỡ tác giả trong các hoạt động nghiên cứu dé hoàn thành bài luận văn này. Tác giả cũng xin được bày tỏ lòng cảm ơn sâu sắc đến Phòng Sau đại học, Khoa Anh Trường Đại học Sư phạm Thành phố Hỗ Chí Minh và các thầy/cô giáo tham gia giảng dạy trong toàn khóa học vì đã cung cấp những giờ học hữu ích và ý tưởng cho bài luận văn của tác giả. Cuốỗi cùng, tác giả xin tỏ lòng biết ơn đến gia đình và bạn bè đã hỗ trợ và động viên trong cuộc sống vả thời gian hoàn thành luận văn thạc sĩ này.
ACKNOWLEDGEMENTS In the process of researching and complcting the thesis, the author has received a lot of support and encouragement from leaders, teachers, friends, colleagues, and family. First of all, the author would like to express the sincerest thanks to the instructor — Dr. Thai Cong Dan, who enthusiastically guided and helped the author in research activities to complete this thesis. The author would also like to express their deep gratitude to the Postgraduate Department, Faculty of English at Ho Chi Minh City University of Pedagogy, and the teachers participating in teaching the whole course for their useful lessons and valuable advice.
Finally, the author would like to thank family and friends for their support and encouragement in life and in the time to complete the master's thesis. iv ABSTRACT Gamification has become a popular teaching method among teachers and students alike, in their pursuit of effective and enjoyable language learning. This study aims to investigate the perceptions of 72 non-English major students at Long An College of Education (LACE) towards Blooket, a gamification tool, in learning English vocabulary, The study employed a case study and questionnaires for data collection over a duration of two months at LACE, supplemented with face-to-face interviews with seven students. Data analysis was conducted using SPSS software version 26, with a focus on the usefulness, usability, and enjoyment of Blooket.
The findings reveal a positive perception of students towards Blooket. However, there is a need for more information on the qualitative data analysis to provide a complete understanding of the study. Accordingly, redundant information was omitted from the findings. Furthermore, the study provides pedagogical advice for teachers, learners, and schools.
Keywords: Blookct, perceptions, teaching, vocabulary. The relationship between Blooket and English vocabulary teaching and learning 20 2. Research gap 21 CHAPTER THREE: METHODOLOGY 23 3. Samples and sampling procedures 26 3.
Data collection procedure 27 3. Datla analysis procedure 29 3. Reliability and validity 30 CHAPTER FOUR: FINDINGS AND DISCUSSIONS 31 4. Students’ perceptions on using Blooket 33 4.1, Students’ perceptions of the effectiveness of Blooket as a tool for teaching vocabulary in the classroom, according to their experiences.
Students’ perceptions of the use of Blooket as a self-learning tool for vocabulary acquisition at home, based on their personal experiences 37 4. Comparison of games in Blooket 39 4. Compare Blooket with similar websites 43 4. Students’ perceptions on using Blooket 62 4.
Students’ perceptions of the effectiveness of Blooket as a tool for teaching vocabulary in the classroom, according to their experiences. Students’ perceptions of the use of Blooket as a self-learning tool for vocabulary acquisition at home, based on their personal experiences 63 4.2, Comparison 64 CHAPTER FIVE: CONCLUSIONS AND IMPLICATIONS 67 5. Summary of key findings 67 5. Recommendation for effective implementation of Blooket 68 5.
Limitations of the study 68 5. Suggestions for further study 70 REFERENCES 72 APPENDICES 81 viii LIST OF ABBREVIATIONS CALL Computer-assisted language learning MALL Mobile Assisted Language Learning GBLL Games-based language learning EFL English as a Foreign Language L2 Language Two LACE Long An College of Education ix LIST OF TABLES Table 1. Three aspects of vocabulary knowledge. Beck and McKeon’s 3 Tier sysfem.
An example for selecting WOFdS.-- cà sneieriecerrrrec 13 Table 4. Introducing a new vocabulary WOfd. se neierieeeireiee 14 Table 5. Data collection method and technique.
Timeline of the research. - 5 1111 SHY HH Hư 28 Table 7. Attitude and number of words corresponding to the level of students. Vocabulary learning methods of students.
Electromagnetic devices that students currently have oo. cece 33 LIST OF FIGURES Figure 2. Anderson and Krathwohl’s Taxonomy. s-(Ặcc{cccese 9 Figure 4.
The advantages when teachers use Blooket to teach vocabulary. Difficulties when teachers use Blooket to teach vocabulary. 35 CHAPTER ONE: INTRODUCTION This chapter introduced the current situation of teaching and learning English vocabulary at Long An College of Education. The research background and objectives of the study were presented, and the organization of the thesis was described, 1.
Background to the study Vocabulary and grammar are two essential components that cannot be overlooked in learning English. Vocabulary is often considered the building blocks of language, while grammar serves as the cement that connects those blocks into a solid structure. Adequate vocabulary is critical for successful communication, and, together with grammar, it forms the backbone for linking all four language skills (Wulanjani, 2016). A lack of vocabulary often causes difficulties for non-native English speakers, such as the inability to express themselves accurately, respond correctly to questions, and retain their interest in learning (Nejati et al.
Therefore, vocabulary plays a crucial role in the language learning process (Berliani & Katemba, 2021). Various approaches, techniques, exercises, and practices are available to teach vocabulary (Hatch & Brown, 1995). Traditional methods such as writing words on paper, reviewing, or passive learning through lectures, explanations, or memorization can be monotonous for students, leading to a lack of interest in learning (Uberman, 1998). Games have been shown to be an effective tool in enhancing vocabulary development by improving word memory, encouraging interaction, communication, teamwork, and boosting students’ competence (Derakhshan & Khatir, 2015).
Game- based learning employs fun and interactive approaches that allow students to get fully engaged in the learning process, encouraging motivation and participation in the classroom (Jeyaprakasam, 2017). In recent years, gamification has gained popularity as a teaching Strategy that uses game-based learning to promote student engagement, stimulate critical thinking, and facilitate experiential learning (Bakhsh, 2016; Azli et al. The rise in the popularity of game-based learning is also partly due to the ubiquity of technology devices such as computers, iPads, and smartphones. These devices have become effective mobile learning devices for students, enabling access to online English learning websites, online dictionaries, and resources which can facilitate the acquisition of various language skills including listening, speaking, reading, and writing (Alsied, 2019; Mulyani, 2020).
In addition, research shows that learners of all ages and abilities are receptive to game-based learning, with teachers acknowledging its benefits for teaching and learning (Hasin & Nasir, 2021). Generation Z (Gen Z) who have been exposed to various technology devices from birth are more comfortable and receptive to the use of games for learning. They use technology in their daily activities, including education, and can easily access information or update their activities through social networks, spending a considerable amount of time playing games online (Deris & Shukor, 2019; Karuppannan & Mohamad, 2020). The COVID-19 pandemic has catalyzed the use of game-based learning in English as a Foreign Language (EFL) teaching, with websites such as Kahoot, Quizlet, Quizizz, and Wordwall increasingly being used as part of classroom instruction, especially in remote and online learning settings (Katemba & Sinuhaji, 2021).
— Statement of the problem The problem of vocabulary learning in the research context needs to be further expounded to inform the research purpose. The current English language proficiency level of students at LACE is a cause for concern, with 17 out of 64 students not meeting the A2 level based on the entrance exam results of course-45 students. The students’ low vocabulary levels are identified as their biggest challenge in learning English, as they struggle to choose the appropriate words to learn, identify necessary words, and understand the important aspects of the words. The lack of effective vocabulary teaching methods makes it difficult for the students to memorize and use new words, resulting in limited proficiency in written and oral communication.
In addition, the COVID-19 pandemic has led to online learning, which requires appropriate learning tools to ensure students remain engaged in the learning process. The introduction of Blooket.com as a fun game-based learning platform can help students learn and practice vocabulary both in class and at home. The platform records the students’ answers quickly, providing instant feedback to enable self-paced learning, and rewarding achievements and efforts in the learning process. Despite the potential benefits of modern technology, there are still limitations in the adoption and utilization of technology in English teaching and learning due to fear of difficulties and resistance to learning new things.
Therefore, this study seeks to investigate the appropriateness of using Blooket in teaching and learning vocabulary for students at LACE from the perspective of the learners, aiming to address the challenges identified in vocabulary learning and improve English language proficiency. Aims and scope This study seeks to investigate the perceptions of 72 non-English major students of 45th course at LACE when using Blooket for teaching and learning vocabulary, addressing the research questions outlined: 1. What are the students’ perceptions of the effectiveness of Blooket as a tool for teaching vocabulary in the classroom, according to their experiences? 2. What are the students’ perceptions of the use of Blooket as a self-learning tool for vocabulary acquisition at home, based on their personal experiences? 3.
How does the use of Blooket compare to other websites for teaching and learning vocabulary, according to the students’ perceptions? 14. Significance of the study The present research endeavors to make significant contributions to the field of teaching and learning vocabulary.