2020
DOI: 10.5430/ijhe.v9n3p290
|View full text |Cite
|
Sign up to set email alerts
|

Exploring the Success of GMT Technique: Games, Mind-Mapping, and Twitter Hashtags in Teaching Vocabulary in EFL Higher Education Environment

Abstract: Vocabulary is an essential element of language learning. Wide ranges of vocabulary along with grammatical competence guarantee learners to communicate in the language effectively. This study proposes an edutainment method for learning vocabulary by simply combining education and entertainment. This study aims to gain insights about learners’ opinions and perspectives about the use of a technique developed by the researchers as well as how participants feel about their learning. The study investigates the effec… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

3
6
0

Year Published

2021
2021
2022
2022

Publication Types

Select...
5
1

Relationship

0
6

Authors

Journals

citations
Cited by 9 publications
(10 citation statements)
references
References 9 publications
3
6
0
Order By: Relevance
“…Their comprehension and understanding of the vocabulary have also been enhanced. The findings of the study are similar to the studies conducted by (Alhajaji et al 2020;Camacho Vásquez and Ovalle, 2019;Karaaslan et al 2018;Miyazaki, 2019) who indicated that educational games are the key factors to improve vocabulary knowledge. Before this, they felt it was hard to learn English, but when the use of educational games was introduced in the classroom, students felt more energetic and excited to join in in the lesson given to them.…”
Section: Discussionsupporting
confidence: 88%
“…Their comprehension and understanding of the vocabulary have also been enhanced. The findings of the study are similar to the studies conducted by (Alhajaji et al 2020;Camacho Vásquez and Ovalle, 2019;Karaaslan et al 2018;Miyazaki, 2019) who indicated that educational games are the key factors to improve vocabulary knowledge. Before this, they felt it was hard to learn English, but when the use of educational games was introduced in the classroom, students felt more energetic and excited to join in in the lesson given to them.…”
Section: Discussionsupporting
confidence: 88%
“…The findings of teaching vocabulary using games are similar to Bircan [6], Arkan [7], Rizki & Wiharyanti [8], Misa [9], Ramadhaniarti [11], Usman et al [18], Amalia [17]. What is not in line with research on direct interaction games is the application of digital games or internet games when teaching vocabulary is the research of Bakar & Nosratirad [10], Chen et al [14], Alhajaji et al [21] and Hendra [23].…”
Section: Discussionsupporting
confidence: 54%
“…Research elementary school level from Bakhsh [16], Chen et al [14] and Amalia [17], For high school level there is research from Usman et al [18]. For even higher levels, there is research from Gozcu & Caganaga [12] and Alhajaji et al [21].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Colace et al (2006) illustrated that the edutainment method could be delivered via various technological tools such as video games, television programs, computer devices, and multimedia. More recently, Alhajaji et al (2020) demonstrated that the edutainment method could be presented through social media platforms like Twitter, Facebook, YouTube, and WhatsApp.…”
Section: Importance Of Vocabulary Learning Strategies (Vlss)mentioning
confidence: 99%