ISSN: 2226-6348
Open access
During the time of pandemic, face-to-face interactions are forbidden and by no means, allowed to help in controlling the spreading of COVID-19. Mobile devices and internet connection are necessary to participate in e-learning. E-learning plays a critical role in delivering a successful educational knowledge toward pupils. The adoption and incorporation of Information Communication Technology (ICT) elements into the formal education environment are crucial for teachers and students to work better during the pandemic. Pupils had played the online game to improve their spelling previously but their opinion on using online game yet to be asked. Therefore, this study explored the perspectives of Year 3 pupils in rural Chinese school towards the use of online games in improving spelling skill. A survey was conducted involving 20 respondents of Malaysian primary school pupils from one of Sabah rural primary schools using a questionnaire. The findings revealed that the pupils had fun learning spelling through online games and that they can learn the spelling pattern better through online game platforms. The results also show that pupils are motivated to improve their spelling when learning through the use of online games and they prefer online games compared to the traditional methods of learning spelling.
Afzal, N. (2019). A Study on Vocabulary-Learning Problems Encountered by BA English Majors at the University Level of Education. Arab World English Journal, 10, 81-98. https:// doi.org/ 10.24093 / awej /vol10no3.6
Al-zuoud, K. M., & Kabilan, M. K. (2013). Investigating Jordanian EFL Students' Spelling Errors at Tertiary Level. International Journal of Linguistics, 5, 164-176.
Ahmadi, M. R. (2018). The Use of Technology in English Language Learning: A Literature Review. International Journal of Research in English Education, 3, 115-125. https://doi. org/10.29252 / ijree.3.2.115
Ahmed, D. (2017). Investigating English spelling difficulties in basic level pupils: A case study of some basic level schools in Omdurman locality. (Unpublished doctoral dissertation). Sudan University of Science and Technology, Khartoum, Sudan
Amin, F. (2012). British or American English Lifestyle. The Star. https://www.thestar. com.my/lifestyle/viewpoints/mind-our-english/2012/03/06/british-or-american-english
Andreani, W., & Ying, Y. (2019). " PowPow" interactive game in supporting English vocabulary learning for elementary students. Procedia Computer Science, 157, 473-478.
Ashraf, H., Motlagh, F. G., & Salami, M. (2014). The impact of online games on learning English vocabulary by Iranian (low-intermediate) EFL learners. Procedia-Social and Behavioral Sciences, 98, 286-291.
Azli, W. U. A., Shah, P. M., & Mohamad, M. (2018). Perception on the Usage of Mobile Assisted Language Learning (MALL) in English as a Second Language (ESL) Learning among Vocational College Students. Creative Education, 9(1), 84–98. https://doi .org /10.4236/ce.2018.91008
Bakar, S. F. A., Fauzi, F. H., Yasin, N. F. M., & Yunus, M. M. (2018). Compound Chunk: Telegram Autobot Quiz to Improve Spelling on Compound Nouns. International Journal of Academic Research in Progressive Education and Development, 8, 48-63.
Bakhsh, S. A. (2016). Using games as a tool in teaching vocabulary to young learners. English Language Teaching Journal, 9(7): 120. doi:10.5539/eltv9n7p120.
Botley, S., Faizal, H., & Dillah, D. (2007). Investigating Spelling Errors in a Malaysian Learner Corpus. Malaysian Journal of ELT Research, 3, 74-93.
Cattaneo, K. H. (2017). Telling active learning pedagogies apart: from theory to practice. Journal of New Approaches in Educational Research, 6(2), 144-152. Available at: 10.7821/naer.2017.7.237
Chartrand, R. (2011). Social Networking for Language Learners: Creating Meaningful Output with Web 2.0 Tools. Knowledge Management & E-Learning: An International Journal, 4, 97-101. https:// doi.org/ 10.34105/j.kmel.2012.04.009
Chapman, J. R., & Rich, P. J. (2018). Does Educational Gamification Improve Students’ Motivation? If So, Which Games Elements Work Best? Journal of Education for Business, 93, 314-321. http s: / / doi.org /10.1080/ 08832323. 2018.1490687
Chung, A. K. Y., & Yunus, M. M. (2021). Using peer-modo feedback at the pre-writing stage to improve year 4 pupils’ writing performance.Journal of Education and E-Learning Research, 8(1), 116-124. Available at: 10. 20448 / journal. 509. 2021.81.116.124
Cohen, L., Manion, L., Morrison, K., & Ebooks Corporation. (2011; 2013; 1993). Research methods in education (7th ed.). Abingdon, Oxon; New York: Routledge. doi:10.4324/9780203720967.
Cook, V. J. (1999). Teaching spelling. Retrieved May 17, 2002 from http:// private www.essex. ac. Uk / ~vcook/OBS2O.htm.
Garcia, R. M. C., Kloos, C. D., & Gil, M. C. (2008), Game based spelling learning. Paper presented at: 38th Frontiers in Educational Conference, Saratoga Springs, New York.
Creswell, J. W. (2014). Research Design: Qualitative, Quantitative and Mixed Methods Approaches (4th ed.). Thousand Oaks, CA: Sage.
Daud, R., Jalil, Z. A., & M. Gunawan, M. N. F. (2015). Community college students’ perception towards digital learning In Malaysia. Procedia- Social and Behavioral Sciences, 195, 1798–1802. https:// doi. org /10.1016/j.sbspro.2015.06.389.
Dheifallah, A., & Radzuwan, A. R. (2019). Spelling Problems and Causes among Saudi English Language Undergraduates. Arab World English Journal, 10, 178-191. https:// doi.org /10.24093/ awej/ vol10no 3.12
Fazil, K. F.. & Said, N. E. M. (2020). A Grammar-learning innovation for Malaysian Indigenous learners in an EFL context:The TurTense mobile game app. International Journal of Academic Research in Progressive Education & Development, 9(1), 220–235. https://doi.org/10.6007/IJARPED/v9-i1/6997.
Fuster-Guilló, A., Pertegal-Felices, M. L., Jimeno-Morenilla, A., Azorín-López, J., Rico-Soliveres, M. L., and Restrepo-Calle, F. (2019). Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot. Frontiers Psycholgy, 10, 2843. doi: 10.3389/fpsyg.2019.02843
Govindasamy, P., Yunus, M. M., & Hashim, H. (2019). Mobile assisted vocabulary learning: Examining the effects on students’ vocabulary enhancement. Universal Journal of Educational Research, 7(12), 85–92. https://doi.org/10.13189/ujer.2019.071911.
Hashim, H. (2018). Application of Technology in the Digital Era Education. International Journal of Research in Counseling and Education, 2, 1-5. https://doi.org/10.24036/002za0002
Hildreth, G. (1962). Teaching spelling: A guide to basic principles and practices. New York: Holt, Rinehart and Winston, inc
Kam, M., Agarwal, A., Kumar, A., Lal, S., Mathur, A., Tewari, A., & Canny, J. (2008, February). Designing e-learning games for rural children in India: a format for balancing learning with fun. In Proceedings of the 7th ACM conference on Designing interactive systems (pp. 58-67).
Krashen, S. D. (1985). The Input Hypothesis: Issues and Implications. New York: Longman.
Kessler, G. (2018). Technology and the Future of Language Teaching. Foreign Language Annals, 51, 205-218. https://doi.org/10.1111/flan.12318
Lucas, R. I., Pulido, D., Miraflores, E., Ignacio, A., Tacay, M., & Lao, J. (2010). A study on the intrinsic motivation factors in second language learning among selected freshman students. Philippine ESL Journal, 4: 3-23.
Lee, L. T. (2020). S.O.P proposals for schools. Opinion. New Straits Times. Retrieved from https: // www.nst.com.my/opinion/letters/2020/05/592656/sop-proposals-schools
Lynch, M. (2018). How to use Google classroom to create the perfect digital learning environment. The Tech Advocate. Retrieved from
https://www.thetechedvocate.org/how-to-use-google-classroom-to-create-the-perfect-digital-learning-environment/.
Menelaos, S., & Chris, P. (2011). Word Spelling Assessment Using ICT: The Effect of Presentation Modality. Themes in Science and Technology, 3, 93-118.
Mohamad, M., Arif, F. K. M., & Noor, N. M. (2020). Online Game-Based Formative Assessment:Distant Learners Post-Graduate Students’ Positive Perceptions towards Quizizz. International Journal of Scientific & Technology Research, 9, 1438-1444.
Mohammad, S. N. M., Sazali, N. S. S., & Salleh, M. A. M. (2018). Gamification Approach in Education to Increase Learning Engagement. International Journal of Humanities, Arts and Social Sciences, 4, 22-32. https://doi.org/10.20469/ijhss.4.10003-1
Mohamad, M., Ghazali, N., & Hashim, H. (2018). Secondary School Students’ Perceptions on the Use of Google+ towards Improving ESL Writing Skills. International Journal of Emerging Technologies in Learning, 13, 224-238.
https://doi.org/10.3991/ijet.v13i09.8479
Nasir, M. K. N., Mansor, M. Z., & Rahman, M. J. A. (2018). Measuring Malaysian Online University Student Social Presence in Online Course Offered. Journal of Advanced Research in Dynamical and Control Systems, 12, 1442-1446.
Panagiotakopoulos, C. T., & Sarris, M. E. (2013). Using Conceptual Mini Games for Learning: The Case of “The Numbers’ Race”(TNR) Application. In Innovations and Advances in Computer, Information, Systems Sciences, and Engineering (pp. 415-429). Springer, New York, NY.
Perveen, U., & Akram, F. (2014). A Comparative Study to Know the Causes of Spelling Errors Committed by Learners of English at Elementary Level in District Kasur and Lahore in Pakistan. European Academic Research, 2, 2601-2622.
Perrin, A., & Duggan, M. (2015). Americans’ Internet access: 2000-2015.
Rahman, D. (2020). A Reckoning for Online Learning in Times of Crisis. Opinion, The Star. https: // www.thestar.com.my/opinion/columnists/whats-your-status/2020/03/24/a-reckoning-for-online-learning-in-times-of-crisis
Samuddin, K. M., & Krish, P. (2018). English Ortographic Depth among Malay Learners at a Primary School. 3L: Language, Linguistics, Literature, 24, 56-68.
https://doi.org/10.17576/3L-2018-2401-05
Shahriarpour, N., and Kafi, Z. (2014). On the Effect of Playing Digital Games on Iranian Intermediate EFL Learners’ Motivation toward Learning English Vocabularies. Procedia-Social and Behavioral Sciences, 98, 1738-1743.
http://dx.doi.org/10.1016/j.sbspro.2014.03.601
Shokri, H., & Abdolmanafi-Rokni, S. J. (2014). The impact of computer games on EFL learners’ spelling: A qualitative study. Stud. Engl. Lang. Teach, 2, 266-274.
Shokri, H. (2014). The effect of using educational computer games on recall and retention of spelling in Iranian EFL learners. International Journal of Applied Linguistics and English Literature. 3, 6, 169-175.
Simin, G., & Sani, I. M. (2015). Effectiveness of ICT integration in Malaysian schools: A quantitative analysis. International Research Journal for Quality in Education, 2(8), 1-12.
Supardi, S., & Hasanah, E. (2020). Junior high school students’ experiences of high technology-based learning in Indonesia. International Journal of Learning, Teaching and Educational Research, 19(5), 153-166. Available at: https://doi.org/10.26803/ijlter.19.5.9
Squire, K. (2013). Video games and learning: Teaching and participatory culture in the digital age. Alberta Journal of Educational Research, 59(1), 129-132.
Takahashi, D. (2010). Gamification Gets its Own Conference. Venturebeat. http:// venturebeat. Com /2010/09/30/gamificationgets-its-own-conference/ (accessed 28/4/2020).
Thamilarasan, Y., & Ikram, R. R. R. (2019). MyMUET: A design of a mobile based crowdsourced assessment for Malaysia university English test with non-synchronous participant interaction. International Journal of Innovative Technology and Exploring Engineering, 8(11), 2971–2977. https://doi.org/10.35940/ijitee.K2277.0981119.
Verheijen, L. (2013). The Effects of Text Messaging and Instant Messaging on Literacy. English Studies, 94, 582-602. https://doi.org/10.1080/0013838X.2013.795737
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge: Harvard University Press
Westwood, P. (2014). Teaching Spelling: Exploring Common Sense Strategies and Best Practices. New York: Routledge. https://doi.org/10.4324/9781315815909
Yeoh, A. (2020). MCO: Telcos to offer free 1GB data daily from April 1, here's what you should know. The Star. Retrieved from https://www.thestar.com.my/tech/tech-news/2020/03/27/mco-telcos-to-offer-free-1gb-data-daily-from-april-1-here039s-whatyou-should-know/.
In-Text Citation: (Nie & Ismail, 2022)
To Cite this Article: Nie, A. F., & Ismail, H. H. (2022). Exploring Primary Pupils’ Perception in Using Online Games to Improve Spelling. International Journal of Academic Research in Progressive Education and Development, 11(2), 174-187.
Copyright: © 2022 The Author(s)
Published by Human Resource Management Academic Research Society (www.hrmars.com)
This article is published under the Creative Commons Attribution (CC BY 4.0) license. Anyone may reproduce, distribute, translate and create derivative works of this article (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. The full terms of this license may be seen at: http://creativecommons.org/licences/by/4.0/legalcode