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.

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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
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article

Games Preferences for Vocabulary Learning Opportunities among Young ESL Learners in Secondary School Education in Malaysia

Atieh Farashaiyan, Qiao Mu, Heng Xu, Junying Du et al.
World Journal of English Language
Technology-Enhanced Education Studies
article

Games Preferences for Vocabulary Learning Opportunities among Young ESL Learners in Secondary School Education in Malaysia

Atieh Farashaiyan, Qiao Mu, Heng Xu, Junying Du, Hui Zhang, Jiao Li, Chen Sun, Paramasivam Muthusamy, Athar Nasek
article en

Abstract

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.

World Journal of English LanguageVol. 15(8)
INTI International University (MY), Shiraz University (IR), Tabaran Institute of Higher Education (IR)
Openalex Percentile: Top 71%
Technology-Enhanced Education Studies
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Games Preferences for Vocabulary Learning Opportunities among Young ESL Learners in Secondary School Education in Malaysia — Atieh Farashaiyan, Qiao Mu, et al. · World Journal of English Language (2025) | TGRS Research Map | TGRS