2022
DOI: 10.12928/tefl.v1i1.165
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Role-reversal and discussion-oriented models for flipping digital vocabulary achievement in English classrooms for Electronic Engineering learners

Djoko Sutrisno,
Muhammad Nafi Annury

Abstract: This research aims to verify whether two classroom models, discussion-oriented and role-reversal, have an effective strategy for teaching vocabulary achievement to English language learners. The proposed models were examined as a successful method for teaching and learning vocabulary. A quasi-experimental strategy was used with three intact classes: one control (Electronic Engineering Learners A class) and two experimental (B and C class) (Electronic Engineering Learners B and C class). Using pre- and post-tes… Show more

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Cited by 2 publications
(2 citation statements)
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“…Building upon the existing literature, the current study seeks to contribute to the understanding of the role of digital games, specifically those played for entertainment purposes, in the development of foreign language skills. While recent research studies have yielded positive results regarding vocabulary retention, the ability to recall new words, and the rapid acquisition of vocabulary (Franciosi et al, 2016;Hitosugi et al, 2014;Maior, 2016;Sutrisno & Annury, 2022) there is still a need for comprehensive investigations into the role of digital games in foreign language learning. Previous studies have highlighted various factors that contribute to vocabulary acquisition during gaming, including the frequency of exposure to words within the game, visual stimuli, in-game characters and elements, and different virtual locations (Sutrisno, 2016a).…”
Section: Introductionmentioning
confidence: 99%
“…Building upon the existing literature, the current study seeks to contribute to the understanding of the role of digital games, specifically those played for entertainment purposes, in the development of foreign language skills. While recent research studies have yielded positive results regarding vocabulary retention, the ability to recall new words, and the rapid acquisition of vocabulary (Franciosi et al, 2016;Hitosugi et al, 2014;Maior, 2016;Sutrisno & Annury, 2022) there is still a need for comprehensive investigations into the role of digital games in foreign language learning. Previous studies have highlighted various factors that contribute to vocabulary acquisition during gaming, including the frequency of exposure to words within the game, visual stimuli, in-game characters and elements, and different virtual locations (Sutrisno, 2016a).…”
Section: Introductionmentioning
confidence: 99%
“…In addition, each of the aforementioned studies focuses on teachers' viewpoints, although worldwide research has been conducted on students' opinions. Teachers' perceptions of writing CF in EFL writing, particularly in academic writing, in higher education settings have not been thoroughly studied and recognized; therefore, this study is done to fill this gap (Sutrisno & Annury, 2022).…”
Section: Introductionmentioning
confidence: 99%