Games Preferences for Vocabulary Learning Opportunities among Young ESL Learners in Secondary School Education in Malaysia
This quasi-experimental study aimed to investigate which mode of language games—paper-based or computer-based—is preferred by Form Four ESL learners for acquiring vocabulary, particularly at the 2000-word level. A total of 70 students participated in the study, divided into two groups of 35 each. Experimental Group 1 first received Treatment A (computer-based games), followed by Treatment B (paper-based games), while Experimental Group 2 experienced the treatments in reverse order. By the end of the experiment, both groups were exposed to both vocabulary-learning methods. A questionnaire and semi-structured interviews were used to assess the participants' preferences for acquiring vocabulary. The data were presented using a descriptive analysis as percentages. The results indicated that computer-based games were generally preferred over paper-based games for vocabulary enhancement. However, paper-based games were not entirely disregarded by the participants.
Authors
- Atieh Farashaiyan
- Qiao Mu
- Heng Xu (ORCID: https://orcid.org/0000-0003-1597-7925)
- Junying Du (ORCID: https://orcid.org/0000-0002-0997-5379)
- Hui Zhang (ORCID: https://orcid.org/0000-0003-3845-3198)
- Jiao Li (ORCID: https://orcid.org/0000-0001-9446-5076)
- Chen Sun (ORCID: https://orcid.org/0000-0002-7575-5091)
- Paramasivam Muthusamy
- Athar Nasek
Institutions
- INTI International University (MY)
- Shiraz University (IR)
- Tabaran Institute of Higher Education (IR)
Publication Details
- Journal
- World Journal of English Language
- Published
- 2025-09-29
- DOI
- https://doi.org/10.5430/wjel.v15n8p369
- Primary Topic
- Technology-Enhanced Education Studies
- Type
- article
- Field-Weighted Citation Impact
- 0.00