Digital Vocabulary Games for Young Learners' Retention
Digital Vocabulary Games for Young Learners' Retention
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1.
Introduction
Globalization era has
influenced parents to enroll their children learn English and the number
increases every year
Globalization era deals
with digital era that everything can be accessed through technology.
Therefore, children are sophisticated and good users of technology
Although technology
especially games has become a part of everybody’s life, adult poeple still
hesitate its significance in learning. The stereotype that games are for playing
not learning, causes emerging restlessness in parents’ head. Moreover, a
study conducted by Utami, Aprilanita, &
Mansur (2017) discover that there is no meaningful difference between
learners who play games and they who do not. In addition, misunderstanding
between the types of DGBL and
aggression games becomes the main reason
However, many studies
conducted resulted positively on the use of digital vocabulary game towards
the learners’ vocabulary retention
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2.
Digital
Vocabulary Games
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2.1 Advantages
Digital era has brought
technology as the main companion and it spreads to education. Habituating
them with technology will beneficially effect their daily life
Prensky (2001) noted that DGBL
is auspicious since it can be utilized to accommodate those who face
difficulty in learning. It specially approaches them through their
characteristics. As a recreation, the players will be excited in playing it
and are willing to finish the match with the highest score. In order to win
the games, they should really comprehend the regulation. Then, they arrange
plans and steps to reach the target including overcoming the obstacles with
their imagination. The games usually provide some stages such as beginner,
average, and higher levels. It is customized based on their ability and the
time they begin but the new players sometimes can directly start from the
average of the high level. To be noted, the higher the level, the harder the
challenges, and the more demanding the effort. The score shown helps them
correct their answer whether they already achieved the targeted number or
not. It is in line with what has mentioned by Bakar
& Nostirad (2013) that DGBL trigger
them to be autonomous because they do not require teachers’ feedback. Thus,
it is also flexible to be used
All activities
mentioned above are dealing with games’ interactivity that provide actions
McGlothlin
(1997)
said that children use their interest to make them keep learning. It is a
good chance to apply a digital vocabulary game since most children like and
are interested in it. Also, DGBL do not require physical activity, so
they will not be tired in the middle of the activity.
The other advantages is
transferability which occurs when the players face some unknown words
The most important
thing is its function which helps the learners or the players to store the newly
acquired vocabulary in the long term memory
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2.2 Distraction
Although digital
vocabulary games serve many advantages, teaching young learners is not easy
since they tend to be easily distracted and have short span
Related to anxiey, Wang, Shang, & Briody (2011) explained about its
pros and cons. As already mentioned in the previous part, DGBL minimize the anxiety
level. It is strongly proved if the player is singular. On the other hand,
group players may raise this problem. The sense of competitiveness may commit
pressure from one member to the other members. They who get pushed will be
nervous and afraid to commit mistakes which will lead to the team’s loss. Moreover,
the anxiety level will increase if the person is a low achiever and is on the
same team with the high achievers.
Gruss (2016) showed
that distractions are often found during the implementation of a game.
Classroom racket and wandering and disruptive learners
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1.3 Consideration
Selecting an
appropriate way to teach vocabulary still occurs as the main problem
In the term of access, the teacher needs to know who
the students are and whether the media used can be achieved by them or not.
Then, its flexibility should be re-thinked
The second is cost which refers to how much money is
spent. The media should be low-price or inexpensive. It is better if the
teacher and the students do not need to spend any money or is considered
free. Related to the hardware, most students in fact already had it. Digital
media requires cost if it deals with the online ones where they need internet
connection. Another choice is by employing the school facility such as
computer room. The sub-consideration of selecting the media is by listing
what the software and hardware are, so we can estimate the budget. After
determining it, we have to reckon whether the media selected can be
implemented for longer timer or not.
Teaching function is
the third consideration. Does the medium explain the material well? Does it
clarify the unclear material? Is the function in line with the material? Those
are the basic questions for this point. Before deciding a specific medium to
be employed, the teacher needs to figure out whether it will result better or
not and explain or represent the concept which is hard to be understood. Also,
it should be education-based. Thus, the process and the goals will be
directly proportional. This point is also mentioned by Yip & Kwan (2006) who highlighted the purposes
and the learners’ needs. The other function of the media is facilitating what
has not been equipped by the previous media such as white board and
flashcards. In order to maximally provide the needs, it should be easy and
simple to be operated. All students must be familiar with the media and the
clear instruction.
Interactivity deals with
two terms; response and feedback. deHaan,
Reed, & Kuwada (2010) found that interactivity is a vital aspect in
implementing games. The things that need to be highlighted are the players’
control to the communication and the role exchange in mutual discourse. They
also found that the participants who watch the games are able to recall the
vocabulary rather than the players. The players’ interactivity is shifted by
their focus between vocabulary retention or the video games. On the other
hand, the watchers had more opportunities to concentrate on the vocabularies,
so they got more input better than the watchers. Therefore, this finding is
rather contradictory with Bates (1991) principle. He stated that two-way
interaction will result better than one way interaction. The existence of
response from the player is leading to feedback
Organization
does not rely on the media itself yet the relationship between the needs and
the institution. If the teacher needs the media in the form of hardware such
as computer, screen projector, etc, he must consult with the head master and
other teachers. Then, they will discuss whether the media are really needed
and necessary to be bought. The other issue of organization is how the
teacher arrange the activity in order to encourage the learners, achieve the
goal, and produce better and intended results.
Novelty
means new media. This point is actually skipped because not all institutions
and learners are predicted to have the newest technology. Also, the newer the
media, the more expensive the cost. It will make all people difficult to
access it such as the teacher, the institutions, the learners, and their
parents.
Speed
relates to the pace that the teacher does in employing the material. The
disadvantage of applying DGBL is that the teacher cannot set the speed
especially in video games. However, there are some vocabulary games that
provide some level for the players such as slow, medium, or fast. Thus, the
teacher can select one of them based on the learners’ proficiency. Also, some
of them are set by a certain duration and the players should stop if the time
is up. The time spent is effectively used. However, some are not set by
duration. It relies on the player to answer the questions correctly. This
type will spend much time.
Reviewing
from many distractions committed by DGBL, consideration is the most important
aspect to be highlighted in order that the DGBL implementation be successful.
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3.4 Types of Digital
Vocabulary Game
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Dividing the types of
game can be variegated. It is basically classified into modern and traditional
ones. However, the modern one which refers to the use of computer and other
technological tools involves online and offline
Being compared to classical media, video games
provide more advantages on the experimental group rather than the control
group
The next is matching
game which was used by Yip & Kwan (2006)
is in the form of cards. The players play in a certain duration, and they
need to remember each piece of cards to be matced in order to finish the
level. Those who have good conitive skills must have been able to finish the
game as soon as possible. Similar to Yip and Kwan, Manik & Christiani
(2016) utilized matching games of CALL to link the clues and the intended
pair to be matched. In their study, the number given between the clues and
the description are the same. Therefore, they can half-self correct their
answers because it they commit one mistake, they may realize it in matching
with other answers.
The
types of DGBL are presented to give references in teaching vocabulary to
youths. Those can be customed based on the needs and learners’ condition.
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2. Previous Research
In this part, the
author provides four related researches. All of them are investigating the
effects of DGBL on vocabulary retention. The first was conducted by Taheri
(2014). He was trying to prove whether game-based learning affects beneficially
on the 32 young female learners’ vocabulary memory or not. Through three post
tests, the general result revealed that the experimental group performed
better on recalling the vocabulary rather than the control group. In detail,
there are six benefits of DGBL for
their learning. Those are interactivity, contextuality, cooperative
environment, self-esteem, enthusiastic attitude, and entertaining atmosphere.
Similar
to Taheri, Wang, Shang, & Briody (2011) intended to find out the
influence of DGBL in teaching young children. There were 23 male and 27
female learners of primary schools participated in this study. It did not
specifically focus on vocabulary yet language proficiency. However, it was
found that the games positively influence the the learners’ motivation and
vocabulary acquisition. Good attitude was performed by them which indicated
that they were enthusiastic. The high level of motivation leads to their
progress on acquiring vocabulary. In short, the higher the motivation, the
better the vocabulary acquisition. The game was considered advantageous and
effective not only for the good learners but also the poor learners.
AlShaiji (2017)
involves a bigger number of participants in his study. 60 kindergarten
learners in Saudi Arabia were divided into two groups: control and
experimental. The DGBL used in
experimental group was video games from British Council official website
while the control group received a classical way of teaching and used old
media . Then, the result indicated that the learners in experimental group
achieved higher score since they learnt subconsciously. The author also
framed that the media used are beneficial and effective for helping them
acquire new vocabularies. This study broke the notion that DGBL is ineffective in learning.
Seventy learners from
grade four were selected in Rabu & Talib’s
(2017) study. They were grouped equally into control and experimental group
and were properly selected based on their English proficiency scores in the
previous grade. A quasi-experimental method was conducted in order to examine
the impact of DGBL on vocabulary achievement. As a comparison, the control
group was taught through interactive multimedia learning. A circle from
Garris et al. (2002) was utilized to frame the learners progress during the
implementation of DGBL. The game was properly selected by considering the
pace, difficulty level, audio-visual effects, and the material. Similar to
the previous researches, the finding indicated positively on vocabulary
achievement. Moreover, they show their good attitudes towards the
implementation of DGBL and are willing to use it in everyday learning.
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