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INTERNATIONAL JOURNAL OF BASIC AND APPLIED SCIENCE

Insan Akademika Publications

P-ISSN: 2301-4458 E-ISSN: 2301-8038 Vol. 01, No. 02 Oct 2012

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The Effect of Games on EFL Learners Vocabulary Learning Strategies


Ali Sorayaie Azar
English Department, Maragheh Branch-Islamic Azad University, Maragheh, Iran asorayaie@yahoo.co.uk

Key words
Vocabulary, Game, Communicative Language Teaching (CLT)

Abstract
EFL students, particularly Iranian students, usually feel bored in vocabulary lessons because they have not changed their learning habits, such as writing words on paper, trying to learn by heart or learning passively through the teacher's explanations. To help students find language classes, especially vocabulary lessons more interesting in EFL context, and to achieve more from games, the study conducted action research to find the answer to the question, "Do games help English Language Learners learn vocabulary effectively, and if so, how?" Most academic reviews start from an assumption that games are beneficial. However, this study singled out the component of games to study that in isolation. After reviewing academic opinions on this specifically focused matter, of which there are relatively few, the researcher began action research which included applying games in our own classes, observing other teachers' classes, and interviewing both teachers and learners so as to elicit students' reactions, feelings and the effectiveness of games in vocabulary learning. The research shows they are effective in helping students to improve their vocabulary building skills.
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Introduction
The game context makes the foreign language immediately useful to the children. It brings the target language to life (Lewis and Bedson, 1999)

1.1

Background

In learning a foreign language, vocabulary plays an important role. It is one element that links the four skills of speaking, listening, reading and writing all together. In order to communicate well in a foreign language, students should acquire an adequate number of words and should know how to use them accurately. Vocabulary is the total number of words in a language (Hornby, 1995).Vocabulary is an important part to master English well. According to Piageats (cited in Wadsworth 2003) theory, a child at the age of 7-10 years is always interesting in recognizing and knowing new words, he stands to repeat new words repeatedly so that he will memorize them. There are essential steps of learning vocabulary (Hatch and Brown 1995): Having source for encountering new words. Getting a clear image for the form of new words. Learning the meaning of new words Making a strong memory connection between the form and the meaning of the words
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International Journal of Basic and Applied Science, Vol 01, No. 02, Oct 2012, pp. 252-256

Using the words.

In teaching to children, teacher has to use performance to teach vocabulary to them, because the children in literacy level are Performance, it means children learn language with accompanying action/ scaffolding. In this level, teacher can use media, as Nation (1990 and 2000) has listed basic techniques of explaining the meaning of new words. By demonstration picture: using an object, using a cut-out picture, using gesture, performance action, drawing on the board and picture from books or TV. By verbal explanation: analytical definition, putting in a context and translating. Considering the importance of vocabulary role in learning foreign language, the mastery of this element should be ensured and developed. Otherwise, the vocabulary mastery of the children will be limited and consequence of it is that they will find difficulties in learning the skills of the language. Therefore, schools have a task to teach vocabulary to their students as suggested by Margaretha McKeown (1987). Although a considerable amount of vocabulary there are, learning is associated with primary language learning in early years. The acquisition of most the vocabulary characteristic of an educated adult occur during the years of schooling, and infects one of the primary task of the school as far as language learning in concerned, as to teach vocabulary. To increase the vocabulary we need media to be used. One of them is game. The definition of game is an activity that you do to have some fun (Hornby, 1995). Games can make the students more focus in learning, because they do not feel that they are forced to learn. Games can lower anxiety, thus making the acquisition of input more likely (Richard-Amato, 1988). They are highly motivating and entertaining, and they can give shy students more opportunity to express their opinion and feelings (Hansen, 1994). They also enable learners to acquire new experiences within a foreign language which are not always possible during a typical lesson. Games can be media that will give many advantages for teacher and the students either. The useful of games are attract the student to learn English because it is fun and make them want to have experiment, discover and interact with their environment (Lewis and Bedson,1999). Some experts have also figured out characteristics of games that make vocabulary learning more effectively. Lee (1996) lists several main advantages when games are used in the classroom, including a welcome break from the usual routine of the language class, motivating and challenging, effort of learning, and language practice in the various skills. Ersoz (2000) holds that games are highly appreciated due to their amusement and interest. Teachers can use games to help their students practice more their skills of communication. Besides, Uberman (1998) also states the helpful role of games in vocabulary teaching after quoting and analyzing different opinions of experts. And also, Uberman (1998) observed the interest of her students in learning through games. She believes that games are a way to help students not only enjoy and amuse with the language they learn, but also practice it incidentally. To be short, games can be considered useful and effective tools that may be applied in vocabulary classes. The use of games in teaching vocabulary is a way to make the lessons more interesting, enjoyable and effective. In the following section, the statement of problem and the significance of this study are presented.

1.2

Statement of the problem

Even though students realize the importance of vocabulary when learning language, most Iranian students learn vocabulary passively due to several factors. First, they consider the teacher's explanation for meaning or definition, pronunciation, spelling and grammatical functions boring. In this case, language learners have nothing to do in a vocabulary learning section but to listen to their teacher. Second, students only think of vocabulary learning as knowing the primary meaning of new words. Therefore, they ignore all other functions of the words. Third, students usually only acquire new vocabulary through new words in their textbooks or when given by teachers during classroom lessons. For example, learners find many new words in a text and then ask the teacher to explain the meanings and usages. Forth, many Iranian learners do not want to take risks in applying what they have learnt. Students may recognize a word in a written or spoken form and think that they already "know the word", but they may not be able to use that word properly in different contexts or pronounce it correctly.

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1.3

Significance of the study

In recent years, communicative language teaching (CLT) has been applied in Iran and from our own experience; it has shown its effectiveness in teaching and learning language. CLT is an approach that helps students be more active in real life situations through the means of individual, pair and group work activities. It encourages students to practice the language they learn in meaningful ways. In a CLT classroom, playing vocabulary games is one of the activities which requires students to actively communicate with their classmates, using their own language and this study aims to show that through using this method in our EFL classes the vocabulary learning will be more easy and effective and EFL students will even be encouraged to learn more vocabularies.

1.4

Research Question

The following question has been considered to examine in this study: "Do games help EFL students learn vocabulary effectively and if so, how?"

2
2.1

Method
Participants

As this research was one-shot case study, the researcher chose one of the classes, in a language center in Maragheh, Iran as his research participants. There were 23 students between the ages of 10 and 13 all in beginner level in the class.

2.2

Procedure of the study

In order to examine the effectiveness of learning vocabulary through games, the researcher with his assistants want to know how EFL learners' experiences help with their making progress and what progress they make. Specifically, can we apply games to make students feel comfortable and amused in learning the subject of vocabulary because of being boring rather than enjoyable? To do this research, we focused on the understanding and attitudes of our students as well as what students learned with vocabulary games. The plan included conducting different kinds of games in our lessons so that we could see how students reacted to this method of learning vocabulary. We tried to find if there were any issues that happened during the process of teaching. It was essential to observe a few teachers' classes at other foreign language institutions reviewing other teachers' lesson plans for games and interviewing some teachers and students as well. Within four weeks we tried to apply as many games as possible in our classes at the language Institution to learn from learners' reactions whether they were interested in games or not and if games could help improve their existing vocabulary. Another way for us to gather data was to talk with our learners at the language centers orally so that we could better understand their expectations, problems and progress in their process of learning vocabulary. Besides, we observed the classes of teachers at the other language institutions, and got feedback. We also did a post-class interview to understand and get student's feelings and their own experiences in learning vocabulary. A questionnaire was designed in advance to help students understand clearly the purpose of the study. Moreover, experienced teachers also helped us work out different ways of playing effective vocabulary games in the classes by their lesson plans and their helpful advice.

Results

After collecting data by observing the teachers' classes, interviewing teachers and students, and from our reflections of applying games in the classes we are teaching, we have come to some findings that will be helpful for teaching and learning vocabulary. The results will be displayed in the following section.

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International Journal of Basic and Applied Science, Vol 01, No. 02, Oct 2012, pp. 252-256

3.1

EFL Students views

When we asked questions about their views and attitudes most students in the class said they just copied new words provided by teachers or looked up words in the dictionary. Many of them underlined words they did not know in their textbooks and noted the meaning in Farsi. Some students took notes the time they had to copy lines of new words in their notebooks which were forgotten soon. It was so boring. I didnt like learning new words that way! All of the learners expressed their wish to learn vocabulary effectively in more interesting ways than the traditional ways that they knew. What we wanted to know was whether vocabulary games worked or not. Most of the learners (20 out of 23) were interested in joining our games in groups and they tried their best to be the winners. Students collaborated quite actively in games that required group work, even the shy students. They said that they liked the relaxed atmosphere, the competitiveness and the motivation that games brought to the classroom.

3.2

EFL Students' achievement

EFL students in our classes are gradually making progress in vocabulary and the games help them to learn new words and expressions that expressed in the games and to recall their existing vocabulary at the same time. The classroom atmosphere was exciting as our EFL students discussed and worked together. In addition, our students showed that the games were very useful for them to enrich their vocabulary knowledge because they played with each other, interacted and as a result they cooperated in learning new words and could learn from their classmates alot. Regarding the effectiveness of games, interviewed teachers reported that their students seemed to learn new vocabulary more quickly and retain it better when it was applied in a relaxed and comfortable environment such as while playing games. In the same way, a few students in this study that we interviewed also shared that they could remember new words more quickly and also for a long time when they learnt the new words through games. Through our post-game interview of one teacher's class, all students confirmed that their classmates helped them to remember words for the games. 19 out of 23 students said they could learn lots of new words from their classmates. Also, 20 questioned students said that games are one of the most effective ways of learning vocabulary. Most students agreed that their use of vocabulary was becoming better since they actively joined games and involved in cooperative learning. Although Games are effective in cooperative learning new words, they cannot be successful if the teacher does not explain the tasks and roles of students clearly in playing games. A teacher working at another language center once told us that sometimes he failed to make his students understand the games' rules. His students were unhappy because they did not know how the games went and what procedures they had to follow. Fortunately, some of his students were able to find out what they had to do in the games and reexplained to their classmates. Since then, the games went smoothly. Using games in the classroom sometimes fails due to the lack of cooperation among members of the class. Games require all students' involvement; therefore, it is very important that students have a cooperative attitude.

Conclusion

In EFL contexts like Iran, learning vocabulary has been considered a boring subject for a long time and the traditional way of learning vocabulary by mere copying and remembering has shown to be less than effective. Meanwhile, games are also seen as a time-filling activity in most English classrooms. It is believed that games are just for fun and they have very little effect in teaching and learning. However, our research reveals that games contribute to vocabulary learning if they give students a chance to learn, practice and to review the English language in a pleasant atmosphere. From the research, we found that students are demanding a new way of teaching vocabulary, and they themselves are in search of a new way of learning this subject as well. Under such circumstances, games have been shown to have advantages and effectiveness in learning vocabulary in various ways. First, games bring in relaxation and fun for students, thus help them
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learn and retain new words more easily. Second, games usually involve friendly competition and they keep learners interested. These create the motivation for learners of English to get involved and participate actively in the learning activities. Third, vocabulary games bring real world context into the classroom, and enhance students' use of English in a flexible, communicative way. Therefore, the role of games in teaching and learning vocabulary cannot be denied. However, in order to achieve the most from vocabulary games, it is essential that suitable games are chosen. Whenever a game is to be conducted, the number of students, proficiency level, cultural context, timing, learning topic, and the classroom settings are factors that should be taken into account. To conclude, learning a new language and its vocabulary through games is one significant and interesting way that can be applied for low level language learners. The results of this study suggest that games are used not only for having fun time in EFL classes, but more importantly, for the useful interaction and cooperation among EFL learners. The language games can be considered as a practice and review of language lessons in EFL classrooms.

Acknowledgements
I would like to express thanks to my BA English Translation students at English Department Maragheh Islamic Azad University, Iran, particularly Jalal Nouriyan, Amir Ghazanfari and Omid Dadari who helped me a lot in this study.

References
Ersoz, A. (2000). Six Games for the EFL/ESL Classroom, in The Internet TESL Journal. Retrieved July 13, 2012 from http://iteslj.org/Lessons/Ersoz-Games.html . Hansen, F. A. (1994). Testing Testing: Social Consequences of the Examined Life. University of California Press, California. Hatch, E., and C. Brown. (1995). Vocabulary, Semantics, and Language Education. Cambridge University Press, Cambridge. Hornby, M. S. (1995). The Turns of Translation Studies: New Paradigms or Shifting Viewpoints?. John Benjamins Pub Co. Lee, J. M. (1996). English Games. The People Publisher, Seoul. Lewis, G., and G. Bedson. (1999). Games for Children. Oxford University Press, Oxford. Mckeown, M., and M .E. Curtis. (1987). The Nature of Vocabulary Acquisition. ELA, New Jersy. Nation, I. S. P. (1990). Teaching and Learning Vocabulary. Cambridge University Press, Cambridge. Nation, I. S. P. (2000). Learning Vocabulary in Another Language (Cambridge Applied Linguistics). Cambridge University Press, Cambridge. Richard-Amato, P. (1988). Making It Happen: Interactions in the Second Language Classroom. Longman, New York. Uberman, A. (1998, January-March). The use of games for vocabulary presentation and revision. Forum, 36(1), 20-27. Retrieved February 12, 2006, from http://exchanges.state.gov/forum/vols/vol36/no1/p20.htm . Wadsworth, B. J. (2003). Piaget's Theory of Cognitive and Affective Development: Foundations of Constructivism. Allyn and Bacon Classics Edition (5th Edition).

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