Learning English vocabulary via computer gaming

Due to the COVID-19 pandemic, educators have opted for online discussions and classes in which the teaching and learning sessions occur beyond the classroom environment. As various forms of technology such as gaming can be potentially used as platforms for online teaching and learning, the study aim...

Full description

Saved in:
Bibliographic Details
Main Authors: Ng, Lee Luan, Raghbir, Rino Shafierul Azizie
Format: Article
Published: Universiti Malaysia Sarawak 2021
Subjects:
Online Access:http://eprints.um.edu.my/35804/
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85110297346&doi=10.33736%2fils.2708.2021&partnerID=40&md5=5a3aabb9fdc3dd7bc464286b265ecf6e
Tags: Add Tag
No Tags, Be the first to tag this record!
id my.um.eprints.35804
record_format eprints
spelling my.um.eprints.358042023-12-03T01:49:37Z http://eprints.um.edu.my/35804/ Learning English vocabulary via computer gaming Ng, Lee Luan Raghbir, Rino Shafierul Azizie PE English Due to the COVID-19 pandemic, educators have opted for online discussions and classes in which the teaching and learning sessions occur beyond the classroom environment. As various forms of technology such as gaming can be potentially used as platforms for online teaching and learning, the study aims to investigate the use of vocabulary learning strategies (VLS) in a massively multiplayer online role-playing game (MMORPG) among Malaysian English as a second language (ESL) players. Data were obtained via a 12-hour online game-play recorded sessions of Guild Wars 2 involving four Malaysian ESL players. The participants consisted of experienced online gamers aged between 24 and 25 years. The game-play sessions were also observed to provide supporting details on how the players utilised strategies when learning English vocabulary. The outcome of the study revealed that the ESL players employed different VLS during their game-play sessions. Gu and Johnson’s (1996) categorisation of VLS, which are metacognitive, cognitive, memory, and activation strategies, was subsequently modified to accommodate the MMORPG context. The results showed that the top five strategies used by the players were meaning-making, consultation, using online dictionary, word comparison, and incorporating words with real-world contexts. © 2021, Universiti Malaysia Sarawak. All rights reserved. Universiti Malaysia Sarawak 2021 Article PeerReviewed Ng, Lee Luan and Raghbir, Rino Shafierul Azizie (2021) Learning English vocabulary via computer gaming. Issues in Language Studies, 10 (1). pp. 93-109. ISSN 2180-2726, DOI https://doi.org/10.33736/ils.2708.2021 <https://doi.org/10.33736/ils.2708.2021>. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85110297346&doi=10.33736%2fils.2708.2021&partnerID=40&md5=5a3aabb9fdc3dd7bc464286b265ecf6e 10.33736/ils.2708.2021
institution Universiti Malaya
building UM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaya
content_source UM Research Repository
url_provider http://eprints.um.edu.my/
topic PE English
spellingShingle PE English
Ng, Lee Luan
Raghbir, Rino Shafierul Azizie
Learning English vocabulary via computer gaming
description Due to the COVID-19 pandemic, educators have opted for online discussions and classes in which the teaching and learning sessions occur beyond the classroom environment. As various forms of technology such as gaming can be potentially used as platforms for online teaching and learning, the study aims to investigate the use of vocabulary learning strategies (VLS) in a massively multiplayer online role-playing game (MMORPG) among Malaysian English as a second language (ESL) players. Data were obtained via a 12-hour online game-play recorded sessions of Guild Wars 2 involving four Malaysian ESL players. The participants consisted of experienced online gamers aged between 24 and 25 years. The game-play sessions were also observed to provide supporting details on how the players utilised strategies when learning English vocabulary. The outcome of the study revealed that the ESL players employed different VLS during their game-play sessions. Gu and Johnson’s (1996) categorisation of VLS, which are metacognitive, cognitive, memory, and activation strategies, was subsequently modified to accommodate the MMORPG context. The results showed that the top five strategies used by the players were meaning-making, consultation, using online dictionary, word comparison, and incorporating words with real-world contexts. © 2021, Universiti Malaysia Sarawak. All rights reserved.
format Article
author Ng, Lee Luan
Raghbir, Rino Shafierul Azizie
author_facet Ng, Lee Luan
Raghbir, Rino Shafierul Azizie
author_sort Ng, Lee Luan
title Learning English vocabulary via computer gaming
title_short Learning English vocabulary via computer gaming
title_full Learning English vocabulary via computer gaming
title_fullStr Learning English vocabulary via computer gaming
title_full_unstemmed Learning English vocabulary via computer gaming
title_sort learning english vocabulary via computer gaming
publisher Universiti Malaysia Sarawak
publishDate 2021
url http://eprints.um.edu.my/35804/
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85110297346&doi=10.33736%2fils.2708.2021&partnerID=40&md5=5a3aabb9fdc3dd7bc464286b265ecf6e
_version_ 1784586062955282432
score 13.18916