The effect of Active Board Game on Vocabulary Retrieval Among School Graders
A good knowledge of vocabulary is crucial to successful language learning, so vocabulary learning strategies have been gaining popularity in EFL classrooms. Research in vocabulary learning has been extensively investigated the factors that affect receptive vocabulary, however the amount of research in productive vocabulary is scarce. The study reported in this article aimed to explore and describe to what extent a board game called “Active” affect 10th-grade EFL students' active vocabulary in a public school in Bello. The game was designed as a memory-based strategy and target frequently nouns relevant to students’ daily lives. Four lesson plans were applied to 32 students and the classes took place in the classroom. This study used a qualitative method. Vocabulary performance was tested with pre-test and, post-test and during-test after each lesson. The data collection included interviews and observations. The research found significant gains in vocabulary retention and retrieval. Moreover, the game fostered motivation and engagement, highlighting the value of gamification in enhancing language learning.
Authors
- Clyde Jensen Gómez (ORCID: https://orcid.org/0000-0002-5910-2584)
- Destiny Arenas
- Nelson Alberto Mejia Tavarez
- Carlos Andres Mejia Tabares
Institutions
- Universidad de Antioquia (CO)
- Ação Educativa (BR)
Publication Details
- Journal
- Ciencia Latina Revista Científica Multidisciplinar
- Published
- 2025-03-14
- DOI
- https://doi.org/10.37811/cl_rcm.v9i1.16606
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00