USING COMPUTER BASED GAMES TO IMPROVE ESL LEARNERS VOCABULARY SKILLS GB 6012 ACADEMIC WRITING 1 LATHA A/P CHANDRASEGARAN (P69252)

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USING COMPUTER BASED GAMES TO IMPROVE ESL LEARNERS VOCABULARY SKILLS GB 6012 ACADEMIC WRITING 1 LATHA A/P CHANDRASEGARAN (P69252)

PROBLEM STATEMENT The learning of English begins as early as the kindergarten year. Consequently Malaysian students are actually introduced to this language at the average age of five to six. Then the acquiring of this language continues till the students reach the age of 17. Approximately they learn English for about 11 to 12 years. However, despite learning English for many years the results are still unsatisfactory. The argument about students’ inability to grasp the English language even after 11 years of formal education has been continuously being a hot topic among educationists. Students often lack to score or do well in English because they do not have enough knowledge on vocabulary. Lexical competence is important to attain full mastery of the four language skills.

It is essential that in order to have a strong grip in English, one must always have a very strong foundation of vocabulary. With adequate lexical knowledge and competence, learners are able to cope with the English language because vocabulary acquisition is a requisite and determinant of the extent of learner’s language literacy via the four language skills (Torres & Ramos, 2003; Nation, 2001) However, for the ESL students they always find it very difficult to master these skills due to their lack of vocabulary and also due to their lack of confidence.

INTRODUCTION Students nowadays are more exposed to digital era, so language teaching also should be parallel with the students’ interest. In order to make students more interested in learning vocabulary it will be more exciting to use the computer based games in the teaching and learning of lexis (Students also get motivated to learn when activities via online are used as a part of teaching and learning in L2 classrooms.

RES. OBJECTIVES 1)To identify the perceptions of learners towards the use of computer based games in learning language. 2)To identify the effect of in using computer based games in learners vocabulary 3)To identify the potential of computer based games as a tool for learning and teaching language.

RES. QUESTIONS 1) What are learners perceptions towards the use of computer based games in learning English vocabulary? 2) What are the effects towards learners vocabulary when computer based games are used? 3) What is the potential of computer based games as a learning and teaching tool in learning language?

METHODOLOGY - review articles that were related to computer based games and its effect on ESL learners vocabulary and language improvement. -A total of 18 articles including masters and doctoral were reviewed -The bibliography includes a complete number of articles used -Most of the literature are based on international and some are within Malaysia. (including schools and tertiary level institution) -5 articles investigated the effect of using computer based games in different language; Mandarin and Arabic)

LIT. REVIEW COMPUTER BASED GAMES PERCEPTION EFFECTS POTENTIAL AS A LEARNING TOOL

PERCEPTION S AMONG LEARNERS Learnt new vocabulary Learnt some game literacy Practiced reading skills Noticed new sentence structures Helps in improving concentration, relaxation, enhance creativity, user friendly Interesting and challenging

EFFECTS Improvement in vocabulary development Remembered words learnt better than f2f Students who used computer based games to learn outperformed those who learnt using the traditional method Noticeable impact on language skills (mainly on vocabulary) motivates

Potential As A Learning Tool Can be utilized as an independent learning tool (Bakar and Norastirad,2013)

FINDINGS Most of the research done showed that students improved their vocabulary skills after the computer based language games are integrated in the teaching and learning. In short, it is essential to make English learning fun so that students will be motivated and less stress. To make it more fun it is important to integrate this computer based language games in the teaching and learning of English vocabulary. Furthermore teachers too find it as an effective teaching method, because if this method is not effective than there would not be any improvement in the students vocabulary test scores. In short, computer based language games not only motivated students to learn but it is filled with fun, experiential learning and hands on learning.

CONCLUSION Krashen had stated in his Affective Filter Hypotheses that in order to acquire second language, students have to feel that they are in a comfortable situation and this will motivate them to learn the second language better. Using the computer based games will probably make the students more interested to learn and improve their vocabulary to be able to master the English language.

-Computer based games also help those students who are shy to speak in class to be more confident. -Can be a strong classroom instrument for students who are learning foreign language. -Using computer based games and interactive tools can keep students all ears and learn for extended period.