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Video Games as Vocabulary Enhancement Instrument in the 21st Century Classroom
Muhammad Fairuz Nizam Awalludin1, Mohd Shafie Rosli2, Nor Shela Saleh3, Noor Azean Atan4, Tamil Selvan Subramanian5

1Muhammad Fairuz Nizam Awalludin, School of, Faculty of Social Science and Humanities, Education Universiti Teknologi Malaysia.
2Mohd Shafie Rosli, School of Education, Faculty of Social Science and Humanities, Universiti Teknologi Malaysia.
3Nor Shela Saleh, Centre for General Studies and Co-curricular, Universiti Tun Hussein Onn Malaysia.
4Noor Azean Atan, School of Education, Faculty of Social Science and Humanities, Universiti Teknologi Malaysia.
5Tamil Selvan Subramanian, Faculty of Technical and Vocational Education, Universiti Tun Hussein Onn Malaysia.
Manuscript received on 26 June 2019 | Revised Manuscript received on 09 July 2019 | Manuscript Published on 17 July 2019 | PP: 285-290 | Volume-8 Issue-2S July 2019 | Retrieval Number: B10410782S19/2019©BEIESP
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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: In modern era, the use and implement of a new tool in the English as Second Language (ESL) classroom is imperativeas mean of ensuring the effectiveness of the lesson.At the same time the lack of effective technique to enhance vocabulary possession among ESL learners may leadto failure during the learning process. Even though there are too much hideous stereotyping about the video games, but this research still believesin the positive impact that can be delivered by this tool. Therefore, video game is considered asa solid tool that can facilitate and cater the need of the 21st century learners who are craving for technologies. This study reveals the effectiveness of the video games in enhancing young ESL learners’ vocabulary in Malaysian context. It is being conducted in a primary school in South of Malaysia which involves two ESL classrooms. The first group was assigned as control group and the later as experimental group. To ensure that the data is normally distributed, a normality test was conducted. Based on the normality test using Shapiro-Wilk, it was found that the data is normally distributed. A parametric test of Paired Sample T-Test is being used to probe into any significant different between the pretest and posttest of the experimental group. The result shows a significant difference. Comparison between the control group and experimental group indicating that the experimental group outperformed the control group. This concludes that, video games are beneficial in improving student’s vocabulary performance.
Keywords: English Education, Educational Technology, Video Games, 21st Century Classroom.
Scope of the Article: Smart Learning and Innovative Education Systems