Abstract-The research of "The Development of Vocabulary Memorization by Using Games" has the objective to compare a learning achievement between pre-learning and post-learning by using games. The target used in data collection was upper primary education students studying English clubs for 7 weeks. Instructors selected 5 categories of words, namely items in school, clothing, food, occupation and weather, emphasizing on memorization by using games such as bingo, crossword puzzle, word matching and picture and word spelling. A test was conducted before and after instructions using the same test paper.From the study results, it is found that an average testing score in pre-learning and post-learning in word and items in school categories are different with statistical significance at 0.05. Moreover, when considering the average scores in each word categories, it is found that the average score of test papers in mixed word and weather having an average testing scores in pre-learning higher than post-learning; the other has the average testing scores lower in pre-learning lower that post-learning. IndexTerms-Vocabulary memorization, teaching vocabulary, vocabulary acquisition, ESL. I. INTRODUCTIONIn the age of technology and information, language is an important media in transferring data and to be a media between human, especially English language which is considered to be the World English, people around the world can communicate by using English as main language; therefore, English is determined to be a basic language to be taught in education institute.Words are an element that is considered to be the heart of language. Many words to be learned by learners and to be able to use correctly in listening, speaking and writing skills could help in learning English well.Learning English according to the Basic Education Curriculum of Ministry of Education in learning English. T. Huckin and J. Coady mentioned an importance of words that the learning of words is necessary and it is necessary to ability in comprehensive reading in every education level of English language learners to be a first language and second language [1].The more higher education level, the more necessity in word learning is needed. As for the instruction in English of Thai students, it is found that there are problems related to words all along; the problems can be noticed from the Manuscript received December 25, 2014; revised February10, 2015 students who are unable to read the word correctly. Those students are only relied on principles taught by instructors, causing problems in pronunciation and other following problems, namely lacking of confidence in reading or speaking English and permanence in word memorization; as the aforementioned examples, it could be said that the development of ability related to English words is necessary and significantly important, helping learners to accumulate better standard proficiency in English. Instruction in English has many types of media that could be used in teaching. Games are the one of the interesting ...
This research aims to develop a mobile AR application for enhancing Chinese vocabulary learning to students who learn Chinese as a main subject. The requirement was gathered from Chinese teachers by interview to assess a suitable content and educational technology for students. The result showed that augmented reality is the best choice. Then, 3D model , illustration, sound were drawn based on the contents and the software design and implementation were performed. After finishing this development process, Grade 10th students majoring in Chinese, at School A, Ang Thong provience. tested this application. The evaluation process was performed using pretest and posttest data analyzed by a paired samples t-test at a 95% confidence level. The result of this study shows that the application is an efficient tool to help students improve their learning capabilities.
In the university daily life, social skill is very important. Social skill helps students to participated and interact with people. In this paper, we present the research and development of a mobile game to develop students’ social skill, 'Chibumons'. The sample group consists of 120 students. The tools used in this research were 'Chibumons', and satisfaction with the game questionnaire. Statistical data analysis used in this research were average, percentage, and standard deviation. The research reveals that games can enhance the social skill of students. This consequently accretes their social skill, boosting up enjoyment, engagement, and make friendships amongst playing. Moreover, this study demonstrates that ‘Chibumons’ is able to promote developing social skill and motivates students in higher education.
<p class="0abstract">This research aims to develop a game to teach the theoretical concepts of the OSI reference model to students who must learn data communication and networking as a compulsory or an elective subject. The survey was administered to most students at Suan Sunandha Rajabhat University by a questionnaire to assess a suitable game for students of this generation. The result showed that action games are the most popular game for them. Then, a script of the OSI reference model was drawn based on the theoretical contents and the software design and implementation were performed. After finishing this development process, 19 third-year undergraduate students majoring in information sciences at Suan Sunandha Rajabhat University tested this system. The evaluation process was performed using pretest and posttest data analyzed by a paired samples t-test at a 95% confidence level. The result of this study shows that the action game ‘Packet Warrior’ is an efficient tool to help students improve their learning capabilities via fun and good relationships with friends. </p>
The objectives of this research are to develop a game to promote the learning of the solar system in science subjects of 4th grade students, to compare the academic results of pre- and posttest of students after learning with the space travel game and to determine the satisfaction level of students with the space travel game. The sample group used in the experiment was 4th grade students from school T, and classes were randomized using the stratified random sampling method. Students were categorized into 2 groups: those with average scores and those with high scores in science subjects. The final results were compared between the control group, 27 students learning normally using the conventional method, and the experimental group, 27 students learning using the space travel game. There were 52 students in total. The tools used in this experiment are a space travel game, an achievement assessment test, a pre- and posttest, and a questionnaire to determine the satisfaction level of students. The statistical tools used are the mean, percentage, and standard deviation, paired t test, and t test independent. The results of this experiment showed that the experimental group learning from the game obtained a higher score than that of the control group by 1.19, on average. The scores of both groups were shown to have statistically significant differences at a 95% confidence level.
The goals of this study were to 1) examine the behaviors and demands of users who purchased face sunscreens online, and 2) build augmented reality technology for use in the present, 3) to determine the acceptance and satisfactory after using augmented reality technology to provide facial sunscreen data. This study included a sample group of 30 adults who purchased sunscreen for their faces. The results revealed that it had the highest average system use. Users are concerned with the clarity of the content presented on the screen, as well as the convenience and accessibility with which they may utilize the system. Because of the small size of the product labels on the package, they are difficult to read. Furthermore, consumers have expressed an interest in using the application. Because the use of AR technology to present information in a format that gives users a new experience and feel that they can easily access it. However, there may be constraints in terms of processing time and the display of data details while the data is processed. As a result, the system's performance is the worst of the bunch.
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