Beware of What Lurks in the Margin: Glosses, Mobile Digital Games, and Incidental Vocabulary Learning

The study was set to investigate the effectiveness of meaning-given (meaning-G) and multiple-choice (choice-G) glosses in enhancing incidental vocabulary learning by word learning activities developed with a tablet digital game (DGBVL). Fifty-four Persian speakers (13–14 years old) were divided into meaning, choice, and control (CG) groups randomly after their vocabulary knowledge sizes were measured (2100–2400). After administering two pretests, measuring receptive and productive knowledge of 20 concrete nouns, participants played a commercial adventure game. They read a modified game guide and completed a chapter of the game in pairs. Meaning-G had a single Persian definition, choice-G had three, and CG had none on the page margins. Three weeks later, the participants took post-tests, receptive and productive, without forewarning. Moreover, qualitative data were collected. Results showed that 1) DGBVL activities could enhance incidental learning of the target words regardless of the gloss types; 2) contrary to our expectations, meaning-G enhanced target word productive knowledge acquisition much more effectively than choice-G; and 3) glosses led to different vocabulary learning strategies. This study extends the literature by advising prospective teachers to employ meaning-G to enhance vocabulary acquisition through DGBVL activities effectively.

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Publication Details

Journal
International Journal of Interactive Mobile Technologies (iJIM)
Published
2024-10-17
DOI
https://doi.org/10.3991/ijim.v18i20.50247
Primary Topic
Second Language Acquisition and Learning
Type
article
Field-Weighted Citation Impact
0.00
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article

Beware of What Lurks in the Margin: Glosses, Mobile Digital Games, and Incidental Vocabulary Learning

Mohammed Abdulgalil Abugohar, Amin Rasti-Behbahani, Nagwa Mohammed Khallaf
International Journal of Interactive Mobile Technologies (iJIM)
Second Language Acquisition and Learning
article

Beware of What Lurks in the Margin: Glosses, Mobile Digital Games, and Incidental Vocabulary Learning

Mohammed Abdulgalil Abugohar, Amin Rasti-Behbahani, Nagwa Mohammed Khallaf
article en

Abstract

The study was set to investigate the effectiveness of meaning-given (meaning-G) and multiple-choice (choice-G) glosses in enhancing incidental vocabulary learning by word learning activities developed with a tablet digital game (DGBVL). Fifty-four Persian speakers (13–14 years old) were divided into meaning, choice, and control (CG) groups randomly after their vocabulary knowledge sizes were measured (2100–2400). After administering two pretests, measuring receptive and productive knowledge of 20 concrete nouns, participants played a commercial adventure game. They read a modified game guide and completed a chapter of the game in pairs. Meaning-G had a single Persian definition, choice-G had three, and CG had none on the page margins. Three weeks later, the participants took post-tests, receptive and productive, without forewarning. Moreover, qualitative data were collected. Results showed that 1) DGBVL activities could enhance incidental learning of the target words regardless of the gloss types; 2) contrary to our expectations, meaning-G enhanced target word productive knowledge acquisition much more effectively than choice-G; and 3) glosses led to different vocabulary learning strategies. This study extends the literature by advising prospective teachers to employ meaning-G to enhance vocabulary acquisition through DGBVL activities effectively.

International Journal of Interactive Mobile Technologies (iJIM)Vol. 18(20)
Dhofar University (OM)
Quality Education
Openalex Percentile: Top 78%
Second Language Acquisition and Learning
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