The present quasi-experimental study examined the impact of pictures, via a modified version of Emily Calhoun's (1999) Picture Word Inductive Model (PWIM), on the English vocabulary acquisition of Malaysian Year 1 pupils in a rural national primary school. Meara and Buxton's (1987) Yes-No Recognition Test (YNRT) was adapted and further tested for reliability to measure the recall and retention of subjects' vocabulary size. A total of 60 subjects participated in the research, comprising two intact classes; one class formed the Experimental group and the other formed the Control group. The former underwent the intervention while the latter received typical classroom instruction. Results gleaned from independent samples t-tests revealed superior vocabulary scores at the posttest and delayed posttest levels by the Experimental group, denoting greater vocabulary knowledge recall and retention that reflects the effectiveness of the intervention in enhancing vocabulary acquisition among young Malaysian learners. This study and its findings are of significance to English language teachers, curriculum designers, policy makers, and scholars engaged in ESL/EFL research. It is also noteworthy that there exists a paucity with regards to in-depth research on the use of images for language learning among young learners, particularly within the Malaysian context.
Kahoot! is a gaming system designed for interactive learning and can be utilised for students of all ages. The present study involved two groups of Malaysian ESL students (n = 57) enrolled in a remedial English proficiency course in a public university. All 57 participants were exposed to weekly Kahoot! sessions over a period of one semester; the sessions covered various English language learning components including vocabulary and reading comprehension, but focused largely on grammar. At the end of the semester, the participants completed a 34-item questionnaire comprising closed- and open-ended items. The questionnaire was tested for reliability with returned values indicating high internal consistency, thus making the instrument a reliable option for use in future studies. The study's findings indicate that the students found Kahoot! to be beneficial in terms of: 1) inducing motivation, and 2) fostering and reinforcing learning. The students were also of the opinion that Kahoot! would be useful for foreign language learning (for instance, Spanish and French).
Kahoot! is a gaming system designed for interactive learning and can be utilised for students of all ages. The present study involved two groups of Malaysian ESL students (n = 57) enrolled in a remedial English proficiency course in a public university. All 57 participants were exposed to weekly Kahoot! sessions over a period of one semester; the sessions covered various English language learning components including vocabulary and reading comprehension, but focused largely on grammar. At the end of the semester, the participants completed a 34-item questionnaire comprising closed- and open-ended items. The questionnaire was tested for reliability with returned values indicating high internal consistency, thus making the instrument a reliable option for use in future studies. The study's findings indicate that the students found Kahoot! to be beneficial in terms of: 1) inducing motivation, and 2) fostering and reinforcing learning. The students were also of the opinion that Kahoot! would be useful for foreign language learning (for instance, Spanish and French).
The dire state of high illiteracy rate in the English language among Malaysian students speaks for the need for efficacious language learning approaches, expressly to augment learners' vocabulary knowledge which is deemed the foundation of language development. This paper overviews the various measures pictures have been traditionally utilised for successful vocabulary learning and it surmises that pictures have been gainfully employed in picture storybooks and flashcards, as well as enlarged posters and imagery creation for effective vocabulary acquisition. As aptly put by Ryan (1993, p.1), "Carefully selected pictures can be a catalyst giving rise to the production of thousands of words." Therefore, this paper aspires to firstly, appraise the diverse ways pictures have been tapped for language development and secondly, to examine the effectiveness of the methods and pose recommendations. Leveraging on the resources and previous research findings of researchers renowned in this field as a reference, this paper focuses largely on related studies by Malaysian researchers to render it relevant to Malaysian learners. It is hoped that this review does not only furnish one with consequential insights into vocabulary development for young learners that can be applied in our Malaysian classrooms for effective teaching and learning but serves to rejuvenate interests in pictures as a means to an end where vocabulary learning is concerned. The prevailing perspective is to acknowledge the richness and scope of pictures, as well as its versatility and to capitalize on them advantageously for utmost benefits in Malaysian classrooms.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.