Journal Screenshot

International Journal of Academic Research in Business and Social Sciences

Open Access Journal

ISSN: 2222-6990

An Examination on the Students’ Perceptions towards the Effectiveness of Using Game-Based Learning in Learning the English Language for Students in Higher Education

Noraznira Muhammed Jamaatthuddin, Soh Or-Kan

http://dx.doi.org/10.6007/IJARBSS/v11-i8/10891

Open access

The use of games in educational settings and for learning purposes is not a new phenomenon. Given the level of engagement that games generate for a wide range of people, as well as the types of individual and social activities they enable, proponents have argued that games are an ideal medium for learning. As a result, the concept of game-based learning is being introduced. The first drawback is that the scientific area on the effectiveness of using game-based learning in English language learning is too broad and requires more research and the study participants in the papers examined were in primary and secondary schools. The primary goal of this study was to examine students' perceptions of the effectiveness of using game-based learning to learn English for students in higher education. Hundreds of higher education students took part in this study, which used a mixed research method. The perceptions of students from Universiti Kebangsaan Malaysia's Faculty of Social Sciences and Humanities (FSSK) were collected through a questionnaire, and three of them were interviewed. The findings of this study showed that higher students produced a range of conceptions about using games in learning English that were similar to those reported in the current literature. The outcomes of the research below have shown that most of the higher education students believe that game-based learning methods are effective in learning the English language and different from traditional or conventional methods.

Ahmad, W. F. B. W., Shafie, A. B., & Janier, J. B. (2008, December). Students’ perceptions towards Blended Learning in teaching and learning Mathematics: Application of integration. In Proceedings 13th Asian Technology Conference in Mathematic (ATCM08), Suan Sunanda Rajabhat, University Bangkok, Thailand.
Amineh, R. J., & Asl, H. D. (2015). Review of constructivism and social constructivism. Journal of Social Sciences, Literature and Languages, 1(1), 9-16.
Avedon, D. M. (1971). The User's Guide to Standard Microfiche Formats.
Axinn, W. G., & Pearce, L. D. (2006). Mixed method data collection strategies. Cambridge University Press.
Azman, H., & Farhana Dollsaid, N. (2018). Applying Massively Multiplayer Online Games (MMOGs) in EFL Teaching. Arab World English Journal, 9(4), 3–18. https://doi.org/10.24093/awej/vol9no4.1
Beck, J. C., & Wade, M. (2004). Got game. Harvard Business School Press, Boston.
Behnke, A. O., Piercy, K. W., & Diversi, M. (2004). Educational and occupational aspirations of Latino youth and their parents. Hispanic Journal of Behavioural Sciences, 26, 16-35.
Borzenko, O., & Pavlishcheva, Y. (2019). Educational Games with an Interactive Whiteboard at Professional English Lessons. Romanian Journal for Multidimensional Education/Revista Romaneasca pentru Educatie Multidimensionala, 11(2).
Boyle, S. (2012). Using games as treatments and creative triggers: a promising strategy for information literacy. Information Literacy Beyond Library 2.0, 91.
Burns, R. B. (2000). Introduction to research methods. Addison Wesley Longman.
Cameron, L. (2001). Teaching languages to young learners. Cambridge, England: Cambridge University Press.
Carrier, J. (1990). Gifts in a world of commodities: the ideology of the perfect gift in American society. Social Analysis: The International Journal of Social and Cultural Practice, (29), 19-37.
Carroll, B., & Hsu, L. (2003). Going hybrid: Online course components increase flexibility of on-campus courses. Online classroom, 4-7.
Celce-Murcia, M., & McIntosh, L. (1991). Teaching English as a second or foreign language.
Chang, Y. J., Chen, S. F., & Huang, J. D. (2011). A Kinect-based system for physical rehabilitation: A pilot study for young adults with motor disabilities. Research in developmental disabilities, 32(6), 2566-2570.
Chen, S. Y., Hung, C. Y., Chang, Y. C., Lin, Y. S., & Lai, Y. H. (2018, August). A study on integrating augmented reality technology and game-based learning model to improve motivation and effectiveness of learning English vocabulary. In 2018 1st International Cognitive Cities Conference (IC3) (pp. 24-27). IEEE.
Cohen, L., Manion, L., & Morrison, K. (2007). Research methods in education (6th ed.). London: Routledge.
Cooper, J. M., & Hutchinson, D. S. (Eds.). (1997). Plato: complete works. Hackett Publishing.
Creswell, J. W., & Garrett, A. L. (2008). The “movement” of mixed methods research and the role of educators. South African journal of education, 28(3), 321-333.
Dadheech, A. (2018). The Importance of Game Based Learning in Modern Education. Retrieved March 11 from https://theknowledgereview.com/importance-game-based-learning-modern-education/
Deesri, A. (2002). Games in the ESL and EFL class. The Internet TESL Journal, 8(9), 1-5.
Dembo, M. H. (2004). Motivation and Learning Strategies for College Success: A Self-Management Approach. Lawrence Erlbaum Associates.
Denning, P. J., Flores, F., & Flores, G. (2011). Pluralistic coordination. In Business, technological, and social dimensions of computer games: Multidisciplinary developments (pp. 416-431). IGI Global.
Ebrahimzadeh, M., & Alavi, S. (2016). Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games. Cogent Education, 3(1), 1255400.
Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & education, 67, 156-167.
Ersoz, A. (2000). Six Games for the EFL/ESL Classroom. The Internet TESL Journal, Vol.VI, No.6, June 2000.
Fromme, J. (2003). Computer games as a part of children’s culture. Game Studies, 3(1). Retrieved from http://gamestudies.org/0301/fromme
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan.
Gentile, D. A., Groves, C. L., & Gentile, J. R. (2014). The general learning model: Unveiling the teaching potential of video games. Learning by playing: Video gaming in education, 121-142.
Giles, H., Mulac, A., Bradac, J. J., & Johnson, P. (1987). Speech accommodation theory: The first decade and beyond. Annals of the International Communication Association, 10(1), 13-48.
Hadfield, J. (2006). Educator education and trainee learning style. RELC Journal, 37(3), 367-386.
Hashemi, M. (2011). Language stress and anxiety among the English language learners. Procedia-Social and Behavioral Sciences, 30, 1811-1816.
Holmes, B. (1998). Initial perceptions of CALL by Japanese university students. Computer Assisted Language Learning, 11(4), 397-409.
Homer, B. D., Hayward, E. O., Frye, J., & Plass, J. L. (2012). Gender and player characteristics in video game play of preadolescents. Computers in Human Behavior, 28, 1782–1789. http://dx.doi.org/10.1016/j. chb.2012.04.018
Hu, G. (2002). Potential cultural resistance to pedagogical imports: The case of communicative language teaching in China. Language Culture and Curriculum, 15(2), 93-105.
Huang, L., Lin, F., & Wang, Z. (2018). Online Vocabulary QuizMASter Game for College English Test Band 4. In 2018 IEEE SmartWorld, Ubiquitous Intelligence & Computing, Advanced & Trusted Computing, Scalable Computing & Communications, Cloud & Big Data Computing, Internet of People and Smart City Innovation (SmartWorld/SCALCOM/UIC/ATC/CBDCom/IOP/SCI) (pp. 2017-2021). IEEE.
Hussein, G. (2019). Incidental vocabulary acquisition and gamer perceptions of learning in massive online multiplayer role-playing games.
Huyen, N. T. T., & Nga, K. T. T. (2003). Learning vocabulary through games. Asian EFL Journal, 5(4), 90-105.
Chen, I.-J., & Chang, C.-C. (2011). Content presentation modes in mobile language listening tasks: English proficiency as a moderator,'' Comput. Assist. Lang. Learn., vol. 24, no. 5, pp. 451-470.
Keller, J. M. (2008). First principles of motivation to learn and e3?learning. Distance education, 29(2), 175-185.
Kennedy, C. (1988). Evaluation of the management of change in ELT projects. Applied Linguistics, 9(4), 329-342.
Khader, K. T., & Mohammad, S. (2010). Reasons behind non-English major University Students’ achievement gap in the English language in Gaza strip from students’ perspectives. Retrieved 26/09/2012 from http://www.qou.edu/english/conferences/firstNationalConference/pdfFiles/khaderKhader.pdf.
Kim, J. B. (2015). Study on the use of serious games in business education.
Kirikkaya, E. B., Iseri, S., & Vurkaya, G. (2010). A board game about space and solar system for primary school students. Turkish Online Journal of Education Technology, 9(2), 1-13.
Lee, W. R. (1979). Language teaching games and contests. Oxford: Oxford University Press.
Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008). Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. Pew internet & American life project.
Li, C. (2017). Attitudes towards digital game-based learning of Chinese primary school English educators.
Lu-lu, R. E. N. (2016). A Study of Application of Games in Children English Teaching—Taking Children English Class in Education First Training School for Example. Sino-US English Teaching, 13(9), 704-709.
Ma, Ke. (2019). The Application of Educational Games in English Teaching for Non-English Major Students. 10.2991/icem-18.2019.12.
Mahmoud, A. A. A., & Tanni, Z. A. (2014). Using games to promote students’ motivation towards learning English. Al-Quds Open University Journal for Educational & Psychological Research & Studies, 2(5), 11-33.
McCallum, G. P. (1980). 101 words games: For students of English as a second or foreign language. Oxford: Oxford University Press.
McFarlane, A., & Sakellariou, S. (2002). The role of ICT in science education. Cambridge Journal of Education 32(2), 219-232.
Mubaslat, M. M. (2012). The Effect of Using Educational Games on the Students' Achievement in English Language for the Primary Stage. Online Submission.
Nebel, S., Schneider, S., & Rey, G. D. (2016). Mining learning and crafting scientific experiments: a literature review on the use of minecraft in education and research. Journal of Educational Technology & Society, 19(2), 355-366.
Noemí, P. M., & Máximo, S. H. (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), 230-238.
Ojeda, F. A. (2004). The role of word games in second language acquisition: Second language pedagogy, motivation and ludic tasks. University of Florida.
Othman, M., Hussein, A. M. M., Paul, B. S., Winn, M. M., Halwani, A., Lanaghan, M., Heron, A., Omaira, M., & Hussain, Z. (2005) Foundation Program the English Department Newsletter, Issue No. 3 Fall 2005.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & education, 52(1), 1-12.
Papert, S. (1991). Situating constructionism. In I. Harel and S. Papert (Eds.), Constructionism (pp.1-11). Norwood, NJ: Ablex.
Perrotta, C., Featherstone, G., Aston, H., & Houghton, E. (2013). Game-based learning: Latest evidence and future directions. Slough: NFER.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283.
Plass, J. L., Perlin, K., & Nordlinger, J. (2010, March). The games for learning institute: Research on design patterns for effective educational games. In Game Developers Conference (p. 98).
Prensky, M. (2001). Digital natives, digital immigrants Part 1. On the Horizon, 9(5), 1-6.
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1, 21. http://dx.doi.org/10.1145/950566.950596
Raja, R., & Nagasubramani, P. (2018). Impact of modern technology in education. Journal of Applied and Advanced Research. 3. 33. 10.21839/jaar.2018.v3iS1.165.
Razali, W. N., Amin, N. M., Kudus, N. V., & Musa, M. K. (2017). Using Card Game to Improve Vocabulary Retention: A Preliminary Study.
Rinvolucri, M. (1990). Grammar games: Cognitive, affective and drama activities for EFL students. Cambridge: Cambridge University Press.
Robson, C., & McCartan, K. (2016). Real world research. John Wiley & Sons.
Rogi?ska, M. (2013). Game-based language teaching–Chapter II. World Scientific News, 1, 9-14.
Rousseau, J. J. (2009). Discourse on the Arts and Sciences. University of Adelaide Library.
Sadler, G. R., Lee, H. C., Lim, R. S. H., & Fullerton, J. (2010). Recruitment of hard?to?reach population subgroups via adaptations of the snowball sampling strategy. Nursing & health sciences, 12(3), 369-374.
Schultz, T. P. (1988). Education investments and returns. Handbook of development economics, 1, 543-630.
Shaffer, D. W., Halverson, R., Squire, K. R., & Gee, J. P. (2005). Video Games and the Future of Learning. WCER Working Paper No. 2005-4. Wisconsin Center for Education Research (NJ1).
Singaribuan, M., & Dan Effendi, S. (1989). Metode Penelitian Survei, Lembaga Penelitian, Pendidikan dan Penerangan Ekonomi dan Sosial. Jakarta: LP3ES.
Squire, K. (2010). From information to experience: Place-based augmented reality games as a model for learning in a globally networked society. Educators College Record, 112, 2565–2602.
Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. technology, education—Connections (The TECseries). New York, NY: Educators College Press.
Thomas, M., Reinders, H., & Warschauer, M. (2013). Contemporary computer-assisted language learning: The role of digital media and incremental change. Contemporary computer-assisted language learning, 1-12.
Wedell, M. (2009). Innovation in ELT. ELT journal, 63(4), 397-399.
Wright, S., McNeill, M., Fry, J., & Wang, J. (2005). Teaching educators to play and teach games. Physical education & sport pedagogy, 10(1), 61-82.
Yaccob, N. S., & Yunus, M. M. (2019). Language Games in Teaching and Learning English Grammar: A Literature Review. Arab World English Journal, 10 (1) 209 -217. DOI: https://dx.doi.org/10.24093/awej/vol10no1.18
Yolageldili, G., & Arikan, A. (2011). Effectiveness of using games in teaching grammar to young learners. Online Submission, 10(1), 219-229
Zhu-lin, Z. H. O. U. (2014). Investigation and Analysis on Injures of Female Gymnasts of Jiangsu Province Gymnastics Team during 12th National Game Cycle (2010-2013). Journal of Nanjing Sport Institute (Natural Science).

In-Text Citation: (Jamaatthuddin & Or-Kan, 2021)
To Cite this Article: Jamaatthuddin, N. M., & Or-Kan, S. (2021). An Examination on the Students’ Perceptions towards the Effectiveness of Using Game-Based Learning in Learning the English Language for Students in Higher Education. International Journal of Academic Research in Business and Social Sciences, 11(8), 1689–1714.