13,167 research outputs found

    Students Vocabulary Mastery toward Crossword Puzzle Games

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    This research investigated the improvement of students’ participation and vocabulary achievement by using crossword puzzles in the classroom. The research design was Classroom Action Research (CAR) conducted in two cycles. The research subjects were the seventh-grade students and the research area was at a private Islamic Junior High School in Kendari. The data were collected by using observation and vocabulary achievement tests. The collected data were analyzed statistically by using a percentage formula. The students’ activity improved from 78,66% in cycle 1 to 97,66% in cycle 2. Meanwhile, the students’ vocabulary mastery improved from 54% in cycle 1 to 90% in cycle 2. In conclusion, using crossword puzzles improved the students’ vocabulary achievement and students' participation in the teaching and learning English

    Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning

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    There is a good body of literature about digital-game-based language learning (DGBL), but research has mainly focused on students as game players rather than as future educators. This paper reports on a research conducted among 154 teacher candidates at a higher-education institution in Spain regarding the adoption of digital games in education. It analyzes the participants’ knowledge of and attitudes toward digital games in foreign language learning. Quantitative and qualitative data were gathered through a pre/post-test, digital game presentations, and student blog posts. The research comprised five stages associated with critical thinking skills (definition, selection, demonstration, discussion, and reflection), including a game learning module. In the first two stages, preservice teachers completed the module activities and selected different games aimed at teaching English to children in preschool and elementary education. In the last two, they illustrated, discussed, and evaluated the digital games in class following a rubric and reflected on their perception in blog posts. In this four-week research based on a mixed method and convenience sampling, quantitative and qualitative data were gathered through a pre- and post-test survey about student perceptions toward the use of video game in the classroom, class discussion, and blog posts. Statistical data analysis unveiled gender-based differences related to gameplay frequency and genre preferences. The Wilcoxon signed-rank test was used as a nonparametric statistical hypothesis test to compare the two sets of scores resulting from the same participants, and it showed a significant difference (p ≤ 0.05) after the treatment in two of the five dimensions in the survey about teacher candidates’ attitudes toward game usage in education, namely, usefulness (U) and preference for video games (PVG). Research findings revealed preservice teachers’ positive attitudes but lack of practical knowledge about the use of digital games in foreign-language learning
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