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The Effects of Gamified Learning Activities in Enhancing Junior High

School Students’ English Vocabulary Retention

Introduction
English is one of the international languages; it is used for daily communication
around the world. In the Philippines, the English language is taught in basic education
starting from the third-grade level up to grade twelve. English is also one of the major
subjects in junior high school wherein students start to engage in a deeper
understanding of vocabulary and grammar to understand ideas through English.
Students at this level start to learn more complex vocabulary. First language (L1) helps
learners to understand second language (L2) for the reason that code-switching was
employed to make the learning easier. However, using the L1 in teaching English in the
classroom must be reduced in junior high school because it is used for basic education.
Even so, codeswitching is still a useful option to facilitate learning (Gaerlan, 2016). The
language will not exist without vocabulary; one of the most important factors (Akdogan,
2017) and foundation in learning English as a second language (Nie & Zhou (2017). L1
has created an implication on learning the target language especially on the stage of
acquisition (BaSheed, 2013). Mostly, the students prefer to use the mother tongue
rather than the English language; because the Philippines is a multilingual country
(Sumalinog, 2019). Vocabulary is the problem of a second language learner to
understand (Akdogan, 2017; Nie & Zhou, 2017; Umasugi, Bugis, & Handayani, 2018)
the major components of languages such as phonemes, morphemes, lexemes, syntax,
semantics, and pragmatics (Yule, 2010). Moreover, vocabulary described by Darfidal
(2015) as the most important part, but the most challenging skill in language learning.
This implies that vocabulary is needed to consider in the second language acquisition to
develop proficiency, express oneself, and comprehend the meaning of ideas (Kavvadia,
2016). Long-term retrieval of words is important; hence, creative techniques on
vocabulary learning are helpful to retain new words on students’ memory (Akdogan,
2017). Game is one of the creative techniques to introduce new vocabulary in learning
activities to the students (Al Masri & Al Najar, 2014) and often used in the English
classes (Sevi-Biloon, 2017). When teachers would like to have long-term learning for
the students about the meaning of words, the context should be learned, practiced, and
applied constantly to retain the vocabulary (Sultanova, 2011). Teachers should seek
some creative strategies, such as vocabulary games to engage the learners in the
English language (Derakhshan & Khatir, 2015). In teaching the English language
especially vocabulary, it should cover the four basic skills such as “listening, speaking,
reading, and writing” (Kusrini, 2012, p. 2).
Statement of the Problem
The main purpose of this study is to assess the effects of gamified learning
activities (GLA) in enhancing the English vocabulary retention of randomly selected
Filipino students in junior high school in Campagao High School, academic year 2024-
2025.
Specifically, the study aimed to determine the following:
1. What are the learning gains before and after implementing the vocabulary
intervention using GLA of the students in control group and students in
experimental group?
2. Is there a significant difference among the pre-test and post test results in
vocabulary test of the students in control group and students in experimental
group?
3. Is there a significant difference between the pre-test and post test results in the
vocabulary test of the students in control group and students in experimental
group?

Methodology
Research Design
The researcher used the experimental research method to find out the possible
effects of the independent variable, which is the GLA to the dependent variable, which
is the students’ vocabulary retention.
Respondent of the Study
Students from Campagao High School.
Research Instrument
There were three research instruments: pre-test, post-test, and vocabulary
games. Each vocabulary test contained of 50 items which composed of different types
of test such as multiple-choices, sentences completion test (fill-in-the-blank), matching
type test, scrambled words test, and crossword puzzle test. On the other hand, the
vocabulary games, which serve as the intervention have three categories of games,
such as puzzleology (crossword puzzle, anagram, word search); fun games (charades,
pictionary, hot potatoes/taboo game); and memory games (word association, scramble
word, parrot game).
Theories & Legal Basis:
1. Executive Order No. 210, s. 2003 (Strengthening the Use of the English
Language):

Encourages the use of English as the primary medium of instruction in secondary


education, including junior high school. This reinforces the importance of acquiring
strong English vocabulary for effective learning.

2. Republic Act No. 10533 (Enhanced Basic Education Act of 2013):Section 2:

Declares the state's responsibility to establish a complete, adequate, and


integrated education system relevant to the country's needs. This includes
developing students' language skills to be competitive in a globalized world.

3. Republic Act No. 10533 (Enhanced Basic Education Act of 2013): Section 4(b):
Promotes the use of innovative teaching methodologies.

Review of Related Literature


Samortin, Mina (2020) She found out that the GLA is more effective compared to the
conventional approach in introducing new words. The students in experimental group
enjoyed the vocabulary learning activities in creative techniques while the students in
control group immersed individually in learning of new vocabulary. The findings
reflected in the study of Shen (2003), that learning of new vocabulary should be in the
form of the communicative process, in which the students acquired, learned, and
developed the second language. Additionally, motivation is one of the essential factors
to hook the interest of the students in learning vocabulary.

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