2018
DOI: 10.17265/1539-8080/2018.04.001
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The Impact of Using Electronic Games on Teaching English Vocabulary for Kindergarten Students

Abstract: The aim of this study is to investigate the impact of using electronic games on teaching English vocabulary to kindergarten students to find out if these selected games could facilitate the competences of English language learners. To accomplish the goal of the study, a pre-and post-test was conducted in order to measure the level of the students in English. The sample of the study consisted of 100 kindergarten students in private kindergartens in Irbid during the first semester 2016-2017 and was given out in… Show more

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Cited by 13 publications
(18 citation statements)
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“…The study proves that mobile phone application in learning increases pupils' comprehension and understanding of vocabulary as cited in Govindasamy et al (2019) and Paulus et al (2017). The vocabulary can be found in the form of images and the pronunciation of the word can be listened and seen in the form of audio or video which is also in line with Alnatour and Hijazi (2018). The use of online games promotes engagement via repetition contributes to a deeper understanding of the vocabulary and the ability to recall spelling easily.…”
Section: Discussionsupporting
confidence: 56%
“…The study proves that mobile phone application in learning increases pupils' comprehension and understanding of vocabulary as cited in Govindasamy et al (2019) and Paulus et al (2017). The vocabulary can be found in the form of images and the pronunciation of the word can be listened and seen in the form of audio or video which is also in line with Alnatour and Hijazi (2018). The use of online games promotes engagement via repetition contributes to a deeper understanding of the vocabulary and the ability to recall spelling easily.…”
Section: Discussionsupporting
confidence: 56%
“…The studies of using games and songs have invited many researchers to discover the contribution in teaching English to young learners, the so-called EYL (English for young learners) in the EFL context. First, previous studies have examined the efficacy of games in learning English for young learners in the EFL context Ahmed et al, 2022;Amal Shehadeh AlNatour & Dima Hijazi, 2018;Behnamnia et al, 2020;Ben El Moudden, 2021;Dashtestani, 2022;Fu et al, 2019;Hao et al, 2021;Kumar et al, 2022;Lin et al, 2020;Patra et al, 2022).…”
Section: Introductionmentioning
confidence: 99%
“…The effect was nearly identical to the result in question 2, with (40%) of the variance between students attributable to the impact of the computer games. This may be related to what Alghazo et al (2010), AlNatour and Hijazi (2018), and Saprudin, Liliasari, Setiawan, and Prihatmanto (2019 indicated about the many advantages of using computer-based activities such as audio and graphics, which made students interested, motivated, enjoyed, relaxed and engaged in the learning.…”
Section: Findings and Discussionmentioning
confidence: 96%
“…Many past studies have investigated electronic teaching games. Most have focused on directing and employing electronic games towards enriching educational material for student learning (Alghazo, Alsawaie, Al-Awidi, 2010;AlNatour & Hijazi, 2018), providing them with additional available resources and introducing an element of excitement and suspense during the presentation of educational material (Alghazo et al, 2010;Neumann & Neumann, 2017;Neumann, 2018). In light of rapid technological development, understanding and utilizing electronic games has become an urgent necessity, whereas it was a form of social luxury in the past (Alghazo et al, 2010).…”
Section: Introductionmentioning
confidence: 99%