Be a Hero through Gamified-learning: A PowerPoint Revolution
Be a Hero through Gamified-learning: A PowerPoint Revolution
Karmila Rafiqah M. Rafiq, Fetylyana Nor Pazilah, Goh Ying Tong, Melor Md Yunus, Harwati Hashim
Abstract
"The demand of the current world is not only limited to developing 21st-century skills but also imposing a necessity for everyone to equip themselves with adequate proficiency in the English language. Regardless of that, English as a second language (ESL) learners are facing difficulties in terms of vocabulary acquisition, which could hinder the success of ESL learning. One of the stand-out tools to be used in curbing the issue is games. With an abundance of technologies to choose from, it is vital to design, develop and evaluate the effectiveness of an innovative and creative tool to be used as a game in teaching ESL vocabulary. An innovation of PowerPoint is the main product, whereby three games were created through PowerPoint incorporating ESL vocabulary as the key element. A number of 37 secondary school students in Malaysia were chosen to participate in this quasi-experimental study, whereby a pre and post-test were given complimenting an intervention of gamified-learning using PowerPoint. Based on the findings, it can be seen that there was an improvement in students’ vocabulary acquisition in the post-test, which was caused by the students’ engagement in the lesson through gamified-learning. This innovation implied that it is vital to incorporate games into ESL lessons, as games are a source of motivation, which could capture students’ attention and engage them in learning. Future research can look into the different types of games suited to different group of students. Thus, the benefits of gamified-learning are undeniable and it could bridge the gap between traditional and modern methods of learning for the millennial students.
Reference
Rafiq, K. R. M., Pazilah, F. N., Tong, G. Y., Yunus, M. M., & Hashim, H. Be a Hero through Gamified-learning: A PowerPoint Revolution. http://www.mnnfpublisher.com/uploads/4/6/9/3/46931833/be_a_hero_through_gamified-learning_a_powerpoint_revolution.pdf
Keywords
English as a second language (ESL), gamified-learning, motivation, vocabulary, technology-enhanced language learning