Hybridoma Technology ( Production , Purification , and Application )
Introduction chapter1
1. Contents
Exploring the effectiveness of using computer game-based and strategies in vocabulary learning among
tertiary students in Malaysia. ...............................................................................................................1
1.1 Introduction..................................................................................................................................2
1.2 Background of the study. ...............................................................................................................2
1.2 Statement of the Problem...............................................................................................................2
1.3 Research objectives.......................................................................................................................2
1) The research objectives of this study are .......................................................................................2
i. To explore the effectiveness of using computer game- based in vocabulary learning among tertiary
students in Malaysia............................................................................................................................2
ii. To investigate student’s vocabulary learning strategies. .................................................................2
iii. To examine students’ perceptions on using computer game- based for vocabulary learning. .........2
1.4 Research questions. .......................................................................................................................2
The research questions of this study are................................................................................................2
i. What strategies do learners use in vocabulary learning? .................................................................2
ii. What are the effects of using computer game- based in vocabulary learning towards student’s
performance? .....................................................................................................................................2
iii. What are the perceptions of students in using computer game- based in vocabulary learning?.......2
1.5 Operational Definition. ..................................................................................................................2
1.6 Limitation of the study ..................................................................................................................3
1.7 Significances of the study. .............................................................................................................3
Title : Exploring the effectiveness of using computer game-based and strategies in
vocabulary learning among tertiary students in Malaysia.
2. 1.1 Introduction
Vocabulary enrichment is vital in L2 learning skills. It is basic foundation for students who are
learning a language because a word is a tool that conveys its meaning to our minds (Dewey,
1910). In line with massive progressive in educational technology, a potential instructional
design should be opted to provide a convenient way of vocabulary learning which will acts as
autonomous learning. The most important part is to accomplish vocabulary acquisition and
sustain the learner’s effort and motivation. (Nation, 2010).
1.2 Background of the study.
The importance of vocabulary learning cannot be shrugged off in order to master the language.
Vocabulary learning is equal to language acquisition. There are various types of computer games
offered through the web and each game provides different scope. Students utilize different
strategies in vocabulary learning which depend on their own preference of learning style.
Zhoa(2005) has reported the effects of technology in language learning which offer various way
to create successful language learning settings.
1.2 Statement of the ResearchProblem.
In the process of vocabulary acquisition, a lot of words need to be memorized and it somehow
burdens the learner with lower motivation. Schmitt (2010). In order to disentangle the issues,
computer games are intentionally design to aid the learning process. Sustain learners’ efforts and
motivation. (Nation, 2010).
1.3 Researchobjectives.
1) The research objectives of this study are
i. To explore the effectiveness of using computer game- based in
vocabulary learning among tertiary students in Malaysia.
ii. To investigate student’s vocabulary learning strategies.
iii. To examine students’ perceptions on using computer game- based for
vocabulary learning.
1.4 Researchquestions.
The research questions of this study are
i. What strategies do learners use in vocabulary learning?
ii. What are the effects of using computer game- based in vocabulary
learning towards student’s performance?
iii. What are the perceptions of students in using computer game- based in
vocabulary learning?
1.5 Operational Definitions.
The definitions used in this study are as followed.
1.5.1 Computer game
3. Collin English Dictionary (2003) defined computer game as any various games, recorded on
cassette or disc for use in a home computer, that are played by manipulating a mouse, joystick, or
the keys on the keyboard of a computer in response to the graphics on the screen. According to
Ed Tech Review (2013) it is a type of game play that has defined learning outcomes where it was
designed to set balance between subject matter with gameplay and the skill of the player/ student
to recall and apply said subject matter to the real world. For the purpose of this study computer
game is referred to vocabulary learning strategies.
1.5.2 Vocabulary learning strategies
Azadeh (2010) mentioned vocabulary learning strategies (VLSs) are steps taken by the language
learners to acquire new English words.
1.5.3 Autonomous learning
There are overall definitions for autonomous learning that applied for those who take
responsibility for his/her own learning, able to set goals, choose language learning strategies,
monitor their progress and evaluate his/her successful acquisition as defined by The Language
Centre (2015)
1.6 Limitations of the study
There are several limitations in this study. Firstly, the respondent of the study are consists of
undergraduate students Mara University of Technology. It only will represent students from this
university and not all tertiary students in Malaysia as a whole. Secondly, this study also finds its
limitation in instrument as the study utilize only questionnaire for the result of perceptions. Since
the respondents varied in courses and subjects taken, there will be different interpretation of
findings.
1.7 Significances of the study.
This section will provide brief descriptions on the various significances study of the strategies
and effectiveness of using computer game-based in vocabulary learning. The proposed study will
enable to help the learners identify the effective way in vocabulary learning with the aid of
computer games. All the while, their adopted vocabulary learning strategies will disclose if it
will offer the operative vocabulary learning. By this study, learners will come up with the idea of
enhancing their learning process and will enable them study independently and less focused on
teacher centeredness.