Educational Video Games for Learning English Vocabulary: Methodology of Empirical Research

Educational Video Games for Learning English Vocabulary: Methodology of Empirical Research

Jianshu Qiao, John R. Woodward, Atm S. Alam
DOI: 10.4018/978-1-7998-7271-9.ch024
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Abstract

Researchers have been exploring the potential of educational video games for learning English vocabulary. The primary focus is on two questions: (1) Can educational video games motivate students to learn English vocabulary (which explores students' attitudes)? and (2) Are educational video games effective in acquiring English vocabulary (which explores learning outcomes)? Good quality empirical research on this is rare because of the shortage of games specific to educational purposes. In addition, although some researchers have contributed to answering these two questions, their methodology is not convincing. Therefore, this chapter aims to provide an overview of their methodologies by introducing participant groups, popular educational video games, pre-test, post-test, and data analysis. Finally, this chapter will inspire researchers to conduct more reliable empirical research, thereby making better-found contributions to the field.
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Background

This section gives the importance of defining participants and selecting appropriate EVGs, and the inadequate research on the maximum effectiveness of EVGs.

There are three types of English language learners: (a) native language learners; (b) second language learners; and (c) foreign language learners. The crucial difference between these types is the frequency of English usage, which leads to different levels of English proficiency. Second language learners occasionally communicate in English in some special situations. Foreign language learners, apart from English classes, often do not have English environments in which to practice English vocabulary. Researchers often mix the three types of English language learners. Consequently, it is a common mistake to use EVGs designed for native language learners, to teach foreign language learners with less English knowledge.

Key Terms in this Chapter

Non-Playing Characters: Non-playing characters are controlled by the computer programmer that has predetermined behaviors to respond to players’ actions.

Second Language Learners: Students have a chance to learn and speak English in some specific situations, while they use their mother tongue in most cases.

Binary Method: Researchers define the score of every prepared English vocabulary. If participants correctly spell a word, they obtain scores, otherwise, they obtain zero.

Traditional Method: Students learn and reinforce English vocabulary according to vocabulary lists in English textbooks. Students remember and reinforce English vocabulary with pencil and paper in a rote memory fashion.

Foreign Language Learners: Students do not use English in their daily life. English language exposure is limited to the English classroom.

Educational Video Games: EVGs mean the games mainly for educational purposes when having fun. There are lots of interchangeable terms such as game-based learning and serious games.

Native Language Learners: Students who are born in English-speaking countries learn English knowledge from their environment. Namely, English is their mother tongue.

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