CBAR Revise
CBAR Revise
CBAR Revise
Catherine C. Clutario
Jozel F. Esguerra
Robbie Ann L. Bazar
Jeremiah A. Lorica
2024
APPROVAL SHEET
OF SAN RAFAEL NATIONAL HIGH SCHOOL SY 2023-2024” and that said paper
Adviser, CBAR
ACKNOWLEDGEMENT
The researchers extend heartfelt gratitude to the following individuals for their
unwavering support and invaluable guidance throughout the course of this study.
researchers’ adviser, for her dedication, insights, and kindness significantly contributed to
extended to the final defense committee, Lydio P. Sadol, for unceasing support and
willingness to share their knowledge, skills, and expertise for the success of the research
statistics. Gratitude is also expressed to the editor, Jamille Ann S. Polido, for her
together with Joanna R. Brinces and Ma. Cristina Cordinete in their positive
Heartfelt thanks are also extended to the parents, relatives, friends, and classmates
of the researchers for their guidance and financial support, which played a vital role in
this study.
And most of all, to God, who provided and gave strength, guidance, and
intelligence to the researchers that were used for a more useful and meaningful study.
The Researchers
ABSTRACT
vocabulary using the teaching strategies which are engaging. These include playing
vocabulary games, and incorporating visual supports which gives the students a chance to
see and use new words in their daily lives. This study was implemented to improve the
student’s vocabulary level. However, little is known about the effectiveness of the
conducted to enhance the vocabulary level of Grade 7 Bono students at San Rafael
National High School. It employs a mixed method research design using quantitative
design to analyze and compare the data gathered during the implementation. Meanwhile,
the qualitative research design is utilized to interpret the results of the gathered data. This
was utilized to know the level of the student’s vocabulary skills; how does PROJECT
FOREIGN-V affect in improving the respondent’s vocabulary level and how effective it
is. Moreover, during the pre-test, 95% of the students belong to the coping level while
5% belong to the emerging level. Meanwhile, after the intervention and conducting of
while the 9% stayed at the Coping Level. This indicates that there was a complimentary
increase in the reading comprehension level after utilizing the three games in improving
the vocabulary knowledge based on the results gathered after the Reading Literacy
Assessment (RLA) post-test. Further, it can be said that the use of various types of
improved reading comprehension level and academic performance. For the future
researchers that will try to innovate this study, it is important to consider various and
INTRODUCTION
The modality of learning in the country drastically changed over time due to the
COVID-19, which affects the teaching and learning process of teachers and students. The
past few years have been a challenging season for both the teachers and higher ups of the
learners while ensuring their safety. Every stakeholder, including the parents, attempt to
collaboration with one another to provide a conducive learning environment even in each
learners’ home.
activities and mediums to deliver each lesson effectively. However, at the same time,
various educational problems arise, especially on the learners’ end. With the physical
absence of their teacher, learners had difficulties comprehending some terms and
absorbing every information included in their modules. One of these difficulties revolves
The Researchers have noticed that such problems are also one of the evident
National High School. They noticed that learners from a specific class of Grade 7 have
difficulties in understanding even the simplest terms. Most of the learners from the class
are noticeably unfamiliar with the terms that are being provided to them, but which are
most likely encountered on their past year levels. In addition, there are also circumstances
where they were confused with words that sounded similar to each other. This lack of
vocabulary knowledge hinders the students to fully understand the lesson, participate in
class, connect each concept to their previous knowledge, and the overall learning process.
Such specific areas in language in learning affect the students' learning process as they
fail to recognize the terms that are crucial in developing their comprehension as well.
Comprehension and vocabulary are interconnected with one another, and the
brain is like a filing cabinet that stores every information an individual may encounter.
According to Jean Piaget's Schema Theory, people are able to process, encode, organize,
and retrieve information because of their schema. Without consistently filing this schema,
new learned words to the words that have already been taught. Learning new vocabulary
terms can aid students’ mastery in the English language. Nurjanah (2018) concluded in
her research that difficulties in reading comprehension are caused by limited knowledge
array of different teaching strategies to cater the needs of the new breed of learners.
However, due to the continued advance of technology, the motivation and attention span
of learners has also changed and learning vocabulary has been affected. The loss of
students show interest in learning when it corresponds with their personal aspirations,
ambitions, and objectives in a specific social context. Instead of providing pure lectures
and discussions, utilizing word-learning games, technology-based activities, and word
practices grounded in motivation theory. Shabaneh (2019) imposed that in order for a
methods, and one of these is the use of games inside the classroom. Games cannot just be
utilized to help children be successful in EFL classes but more significantly, for the
purpose of motivating and encouraging cooperation among them (Jassim & Dzakiria,
2019).
Based on all the problems stated above, the researchers conducted an action
games and a sufficient number of reinforcements that are in line with learners interests
and skills. The objective of this study is to provide an intervention in increasing the
vocabulary level of the specific Grade 7 learners and determine the effects of it on their
vocabulary development.
1. What is the vocabulary level of Grade 7 - Bono learners of San Rafael National High
School?
2. How did PROJECT FOREIGN-V affect the vocabulary level of Grade 7 - Bono
learners?
Statement of Hypotheses
San Rafael National High School. The students' vocabulary increases using the teaching
strategies which are engaging. These strategies include playing vocabulary games,
incorporating visual supports like pictures, and giving students the chance to see and use
The results of the research are expected to be beneficial for the following:
Students. The results of the action research may motivate students to improve
their interest in learning English since they will find out that learning English is not
always difficult to learn. Their improvement of interest in learning English will help them
Teachers. The results of the action research are useful for English teachers as it
would give them a description about how to teach and to motivate their students to learn
about English, particularly in vocabulary learning. This will help them to not be stuck
only in some particular teaching strategies that would make the students enjoy following
the lesson.
strategies for teaching and motivating students in English language learning, especially in
vocabulary acquisition. Researchers can draw upon these outcomes to refine and expand
School administrator. The results of the research are expected to give some
reference for other researchers who want to conduct a further research on the similar
This research study was conducted to measure the initial vocabulary level of
skills, and ascertain the significant effects of the intervention within a specific timeframe.
To evaluate and enhance the vocabulary levels through the implementation of the
intervention program, the researchers gathered information from Grade 7- Bono of San
students, excluding other levels within the school, ensuring a specific target population.
Students not present during the implementation are excluded in the data recorded and
calculated.
consideration for other language skills or subjects to maintain a clear and focused
approach. The research will be conducted within a defined period, allowing for an
Definition of Terms/Variables
This will be used as the title of the intervention that will be conducted to enhance the
EFL. English as a Foreign Language. The term is used to describe the study of
English by non-native speakers in countries where English is not the dominant language
(ThoughtCo.com). In this study, this refers to the learners who are studying the English
taught to people whose main language is not English and who live in a country where
English is an official or main language (Cambridge Dictionary). In this study, this refers
to the learners who are using English as their second language in order to communicate
and collaborate.
refers to the strategies that were utilized by the researchers in order to effectively
researchers aim to establish to ensure that learning takes place and learners are free to
field, etc. (Dictionary.com). In this study, it is a group of words gained by students that
giving something to a student, (such as a sticker, positive attention, time with a favorite
toy) that increases the likelihood that a behavior or skill will be repeated (The State of
Queensland, Department of Education, 2023). In this study, this refers to the feedback
and reward (stickers) that were given to students after every activity.
while remembering certain words. This technique is included in the study that refers to
the fun ways in developing memorization of words that are already known to students
the success of which is often gauged by how well the information can later be
Representation, and Organization, n.d.). In the study, it will be the process of learning
(Vocabulary.com). In this study, it refers to the range of words that learners know and
vocabulary inputs is essential for an effective learning experience. Second and foreign
language's vocabulary. Students who lack sufficient vocabulary knowledge may affect
In the study conducted by Kiliç (2019), it provides ample evidence that strong
regression analyses, such study proves that there is a significant connection between
vocabulary and other crucial skills, mainly reading, writing, and speaking. The
aforementioned connection between vocabulary and other crucial skills that are necessary
for students’ development was further explained by other researchers, including the study
affect student’s academic progress, as it serves as the most important aspect that needs to
Lately, ESL/EFL teachers have gradually adopted new teaching methods and
effective results (Alhebshi, A. A., & Gamlo, N., 2022) as the pandemic changed the flow
of the education system. Educators believed that teaching vocabulary in the time of
online learning became more complex as the interests of learners also changed together
with the new set-up of learning. Through decades, many related studies have been
level of learners.
kind of learning that students do, the type of instructional resources utilizes, and the
One of the studies conducted by Sari and Sinurat (2022) proposes Audio-Lingual
Method as one of the teaching strategies in enhancing vocabulary. This type of teaching
method focuses on utilizing chain drills, mainly memorizing, repeating and avoiding
speaking of wrong words. The result shows that the Audio-Lingual Method can serve as
students’ interest and motivation in the teaching-learning process, and since it involves
different types of interactive drills and games in which exercises students speaking,
In a similar sense, several studies also propose such a philosophy that learning
should be interactive and enjoyable for a fast retention of concepts. According to the
study of Arwandi, Syarif and Ardi (2019), Word Games have proven to increase the
vocabulary mastery of the students well, since it can motivate the learners to learn
English. It has the tendency to attract students’ interest, motivation, and confidence in
learning the language. Another proposed technique in improving vocabulary is the visual
mnemonic technique proposed in the study conducted by Farrokh, P., Vaezi, H. , &
Ghadimi, H. (2021). In their study, it proves that students who undergo visual mnemonic
technique outperformed those who were taught using the traditional techniques in
learning vocabulary. This has proved the point that teaching strategies should not only be
confined to traditionals, rather it should also be upgraded to cater the needs of the new
breeds of learners. Moreover, since the study emphasizes the ideology that one of the
memory, it serves as an evidence that vocabulary can be taught through an active process,
drawn substantial attention in the academic field. Based on the systematic review study of
Vnucko and Klimova (2023), surveys show that digital games become very popular
among all ages, particularly in learning a foreign language, such as in Digital Game-
Based Vocabulary Learning (DGBVL). It has the tendency to evoke positive emotions
which help for an easy retention of vocabulary words due to a positive learning
beneficial and motivating for users, as it gives them the satisfaction of enjoyment though
they experience challenges when it comes to the usage of language and other software
problems (Dinçer, N.; Dinçer, R., 2021). Further, additional features present in digital
feedback, can help with vocabulary learning and enhancement (Rasti-Behbahani, 2021).
However, in order to be able to participate in the game and achieve its objectives, users
should be exposed to the English language and use it actively (Vnucko and Klimova,
2023).
One of the platforms that supports this idea of utilizing digital games in learning
application that has been the subject of recent investigations. It offers a range of features
for students and teachers to use, such as Flashcards, Learn, Write, Spell, Test, Match, and
a Live feature that facilitates competition and teamwork (Quizlet, 2019). According to
the study of Sitorus (2021), utilization of Quizlet application has a positive impact in
learning, such as students not feeling lazy to memorize vocabulary and students feel
enjoyment in the learning process. This has strengthened the idea that certain applications
can help in providing students more enthusiasm and pique their interest in memorizing
positive attitude towards the use of the Quizlet program for learning vocabulary. Upon
introducing the application to the participants and showing how the program can aid their
learning of vocabulary, the main findings show that the students demonstrated a positive
program, the researchers of such study concluded that simulation games can be a useful
aid for learning foreign languages and improving long-term retention of target language
vocabulary. The study found that games that had a rapid sequence of tiny challenges or
tasks with a high degree of sequenced repetition and exercised one or a small range of
With the new breed of learners today, several studies concluded that the
techniques of teaching should not be confined to a pure lecture only, especially since
without increasing the cognitive load of students, they can still learn if they are motivated
and engaged (Alhebshi, A. A., & Gamlo, N., 2022). The engagement of a gamified
learning environment had a highly significant impact on motivation which can create a
disadvantages, including the lack of digital devices among other learners that can hinder
Aside from the recent studies provided, the utilization of several other games
done in a classroom setting can foster effective motivation for learners to continue
enhancing their vocabulary and could be one of the helpful resources when it comes to
(2023) study found that playing scrabble helped students learn more vocabulary, which
enhanced their performance. Utilizing scrabble games provide an avenue for learners to
enjoy, be engaged in class, smooth the learning process and bring contentment to learners
when it comes to learning vocabulary. Due to the students' motivation and interest in the
process, the usage of scrabble games to increase students' vocabulary has proven to be an
educational games can be the media for teaching English vocabulary to young learners.
The positive effect of the intervention used in their study was able to please each
participant, as it recorded many positive comments from them regarding their classes.
This just states that using gamification as a learning strategy with young learners can
boost student engagement, improve knowledge absorption and retention, and will allow
Learning the English language can often be too difficult for today's new
generation of learners, especially since some words are hard to recall and the process of
learning it may be too boring for them. Words that seem familiar to them might not be
With the utilization of educational games inside the classroom, learning vocabulary can
be easy and interesting for learners. This is due to the fact that educational games to teach
vocabulary have been discovered to have many positive effects, including amusement,
educate, motivate, and improve the fluency among learners (Saleh & Althaqafi, 2022).
The studies reviewed above have shown that several teaching strategies, including
However, while several studies on teaching vocabulary have been employed, the strategy
of using different types of games in one intervention has rarely been conducted on
vocabulary teaching. Therefore, the current action research will use several kinds of
interactive and innovative games to aid learners in vocabulary learning. In addition, most
of the previous studies concentrated on using online application games, whereas non-
digital games have gained less interest. To fill this gap, the present study focuses on
vocabulary level of Grade 7 learners in San Rafael National High School in a specific
timeframe.
Theoretical Framework
To strengthen the study, the researchers utilized three interconnected theories that
serve as the basis from which research problems were derived or linked.
Figure 1. Theoretical Paradigm of the Study
To support and make the study stronger, the research includes three (3) vital
theories. First is the game-based theory coined by Jean Piaget. This theory emphasizes
that games are the way to learn new things, the way to form and expand knowledge and
skills, the way to combine thinking and action, and ultimately an important means for a
Abraham Maslow. This theory presented the view that a person will be motivated when
all his needs are met. Clearly, tells that a person becomes interested when it corresponds
with their personal aspirations, ambitions, and objectives in a specific social context.
To make the study stronger, researchers utilize the third theory, which is the
motivational theory by John Keller (ARCS Model of Motivation). This suggests that the
following four major conditions exist: attention, relevance, confidence, and satisfaction.
This has to be met for a person to become and remain motivated. Based on the theory, it
helping them believe that they can succeed, and making them feel proud and satisfied
To sum up, the theories mentioned above served as the spine of the entire
research; they helped shape the research intervention to be used, ensuring that it was
grounded in established theories and concepts. Guided by the relevant theories, it helps
the researchers to be ready for the underlying causes or influences of the observed
phenomena, address questions of why and how in the study. Overall, the aforementioned
provide a solid foundation for research and ensure its rigor and relevance.
Conceptual Framework
The conceptual framework of the study indicates the interdependence of the sub-
system which are the inputs, process, outputs and establishment of relationship among
them.
The inputs involve assessing the initial vocabulary level of Grade 7 students at
enhance vocabulary. The researcher will employ assessments to collect data for analysis
and interpretation. The output of the study aims to identify the impact of PROJECT
significance of feedback loops, emphasizing the need for critical responses to ensure the
The conceptual framework which outlines the key concepts and variables of this
study is illustrated in Figure 2.
Chapter III
This chapter discusses the design and methodology used by the researchers in this
Research Design
enhance the vocabulary level of Grade 7 students at San Rafael National High School in
Bono, employs a mixed method research design. The researchers use quantitative design
to analyze and compare the data gathered during the implementation. Meanwhile, the
qualitative research design is utilized to interpret the results of the gathered data. This
mixed method design was utilized as the way to know the level of the students
vocabulary skills. In addition, this design will be utilized to know how the PROJECT
FOREIGN-V affects in improving the respondents vocabulary level and how effective it
is. The study aims to systematically investigate and measure the impact of the
The study will be conducted in barangay San Rafael, Tigaon, Camarines Sur
specifically in San Rafael National High School for the academic year 2023- 2024.
San Rafael National High School is one of the secondary schools in Tigaon
District. The school used English as the language in teaching. Even in the modules that
the school provides to students use English as the medium of instruction. San Rafael
National High School is known for its dedication to achieving high academic standards
and provides the context for tackling the vocabulary difficulties encountered by Grade 7
students in Bono.
Research Participants
The participants of the study consisted of forty-two (42) students from a specific
class of San Rafael National High School. The participants are the students from Grade 7
- Bono who were observed to have a low level of vocabulary. Twenty-six (26)
participants are male and sixteen (16) are female. The researchers made use of the total
population sampling technique to examine the total population of the students that have a
particular set of characteristics. Thus, all the students belonging to the section are
a. 4 Pics 1 Word
- In this game, the facilitator presented four images and students guessed the
common word to describe the four images by the help of different letters available to
them.
b. Crossword Puzzle
-This crossword puzzle consists of a grid of squares where students wrote words
both horizontally and vertically. In this game, next to the crossword is a series of clues,
which relate to the various rows or lines of boxes in the crossword. Students read each
-In this game, the researchers provided students with two pictures and students
guessed the word by connecting the two pictures (e.g. image of the sea + image of the
horse = Seahorse).
After this game, the definition of each word and more examples are provided. For
assessing the retention of learned vocabulary words, the researchers utilized post-tests,
namely multiple choice and matching types, after every game to assess the learnings of
reinforcement by means of giving stickers to those students who performed well in each
game.
To be able to get the raw data to be used in this study, here are the activities that
the researcher performed before, during, and after implementation. In the pre-
school, adviser, and chosen respondents, requesting permission to conduct the evaluation
among the Grade 7 - Bono as participants of the study that aims to enhance their
vocabulary. After being given permission, the researchers explained the purpose of the
study to the selected participants, and then they made sure that each participant
During the process of implementation, the researchers gather the data of the students
regarding the comprehension level of each participant through the results of Rapid
Literacy Assessment (RLA). This was followed by the collection of the data by means of
validated research interventions. In connection with this, the researchers made sure that
the set of interventions is enough to provide sufficient data for the study. Also, they were
thoroughly checked to make sure they were effectively modified to address all the
corrections to each activity. The participants are free to ask questions to the researcher if
they have concerns about each activity or intervention. As the intervention takes place,
the researchers provided them with the props needed along with the instructions to be
followed. All the activities contained the vocabulary words that the participants are going
to meet throughout the whole span of data collection. The results will be gathered along
with the giving of stickers to reinforce the students’ performance and it will be analyzed,
which will serve as the base data for the whole study. The succeeding results of the
intervention will be collected and recorded by the researchers to monitor the day-to-day
of each game was conducted at the end of every week. As the participants finish the post-
test after each game, the researchers tested and calculated their improvement in
vocabulary level with the help of the results of the RLA pre-test, comparing them to the
results of the RLA post-test. Then, the researchers analyzed and interpreted the data,
The quantitative data collected in this study undergo rigorous statistical treatment
The researchers gathered the progress report of students’ comprehension level and
were utilized as the baseline data of Grade 7-Bono students at San Rafael National High
School.
on vocabulary levels. This helps researchers to determine the overall percentage of post-
test results as well as the total average of each game to identify and summarize the
the intervention. Researchers determine the overall percentage and average using these
formulas:
P= F/N (100)
Where:
P = Percentage
F = Frequency
N= Total Number of Respondents
vocabulary levels, corresponding to the third research problem, the focus was on
This chapter presents the data gathered, the results of the statistical analysis done,
and interpretation of findings. These are presented in tabular form supported with textual
explanations following the sequence of the specific research problem regarding the
Grade 7 - Bono Learners of San Rafael National High School in Year 2023-2024.
gathered based on the RLA Pre-test results conducted at San Rafael National High
Table 1. The RLA Pre-Test Results of Grade 7 - Bono at San Rafael National High School
Rating scale
Students who accurately and automatically read - Established
at least 80% of the total number of high
frequency words in the paragraph
The recorded data revealed that the majority of students belonging in the class of
Grade 7- Bono are still coping when it comes to their reading comprehension level. There
are 40 students who belong to the Coping Level, while 2 of them belong to the Emerging
Level. The results could indicate that the performance of Grade 7 students when it comes
to their reading comprehension is still at a low level. This implies that the activities
conducted to improve their reading comprehension skills are still insufficient, particularly
to pique their interest when it comes to learning new words to improve their reading
abilities, which affect their academic performance. This conforms to the study of Afzal
(2019) that students who lack sufficient vocabulary knowledge may affect their academic
studies.
Saleh and Althaqafi (2022) mentioned that educational games can be the media
for teaching English vocabulary to young learners. The positive effect of the intervention
used in their study was able to please each participant, as it recorded many positive
comments from them regarding their classes. This just states that using gamification as a
learning strategy with young learners can boost student engagement, improve knowledge
absorption and retention, and will allow learners to see real-world applications.
The improvements of vocabulary allow learners to improve their comprehension
Presented in table 2.1 are the scores, frequency (number of students), and the total
percentage gathered and calculated after the post-test for the game 4 Pics 1 Word, which
Table 2.1 Tally Results of the post-tests conducted during the implementation of 4 Pics 1 Word
The results showed that the highest score gained by the students in the first game
was 10 points, while the lowest score was 7 points. This indicates that 37 students gained
a perfect score, while 3 students gained 7 points after taking the post-test for the game 4
Pics 1 Word. The first post-test got an average rating of 9.69 with a 96.9% total average.
Presented in 2.2 are the scores, frequency (number of students), and the total
percentage gathered and calculated after the post-test for the game Crossword Puzzle,
During the conduct of the post-test for the Crossword Puzzle, there are 3 students
who are not present. Therefore, only 39 students are included during the post-test of the
second game. After the post-test, the results showed that among the 39 present students,
only 4 students got the highest score of 9 points, while 22 of them gained the lowest score
of 7 points. The second post-test got an average rating of 7.44 with a 74.4% total average.
Presented in 2.3 are the scores, frequency (number of students), and the total
percentage gathered and calculated after the post-test for the game Guess the Word,
Table 2.3 Tally Results of the post-tests conducted during the implementation of Guess the Word
During the conduct of the third game, there are 6 absent students who are excluded
in gathering the data. The results of the post-test showed that 22 among the 36 present
students gained a total score of 10 points—which is the highest score, while 5 students
gained 8 points, which is the lowest score. The third and last post-test got an average
This indicates that greater outcomes are achieved when a game is more engaging and
more in line with students' interests, as it motivates them to acquire new vocabulary.
Several studies also propose such a philosophy that learning should be interactive and
enjoyable for a fast retention of concepts. This was supported by the study of Arwandi,
Syarif and Ardi (2019), which gives the view that application of Word Games have
proven to increase the vocabulary mastery of the students well, since it can motivate the
learners to learn English. Another study conducted by Sariby and Sinurat (2022) also
students’ vocabulary mastery as it can attract students’ interest and motivation in the
teaching-learning process, and since it involves different types of interactive drills and
Another systematic review study of Vnucko and Klimova (2023), states that digital
games become very popular among all ages, particularly in learning a foreign language,
evoke positive emotions which help for an easy retention of vocabulary words due to a
Presented in the following table shows the c omparison of the RLA Pre-Test and
Post-Test Results gathered before and after the intervention. This indicates whether the
students are able to enhance their vocabulary knowledge through analyzing their
comprehension skills.
comprehension level after using insightful games in nurturing the vocabulary knowledge
of students. Also, it was presented the significant effect of word games in improving the
from coping to established. The results also show that 16 among the 42 students belong to
the level 2 of the behavioral level, which indicates that they can read words in chunks.
Meanwhile, 26 belongs to the level 3 which indicates that most of them can read
accurately but does not observe punctuation marks or shows no signs of hesitation.
Presented in table 3.2. shows the summary of the RLA Pre-Test and Post-Test
Results of Grade 7 - Bono at San Rafael National High School which determine i f there
vocabulary knowledge.
Table 3.2. Summary of the RLA Pre-Test and Post-Test Results of Grade 7 - Bono at San Rafael
National High School
Rating scale
Students who accurately and automatically read - Established
at least 80% of the total number of high
frequency words in the paragraph
The results stated that during the pre-test, 95% of the students belong to the
coping level while 5% belong to the emerging level. Meanwhile, after the intervention
comprehension level after utilizing the three games in improving the vocabulary
knowledge of Grade-7 Bono students due to the results gathered after the Reading
Literacy Assessment (RLA) post-test. Further, the students were observed to be active in
learning new vocabulary terms due to the active learning tool used to enhance their
skills, particularly in reading unfamiliar words that they encounter in reading various
texts within their subject matters. It can be said that the use of various types of insightful
games can improve the vocabulary knowledge of students leading to an improved reading
comprehension level and academic performance. It conforms to the study of Saleh &
Althaqafi, 2022 that states that educational games to teach vocabulary have been
discovered to have many positive effects, including amusement, educate, motivate, and
One of those is the study of Alhebshi, A. A., & Gamlo, N., (2022) which reveals that the
techniques of teaching should not be confined to a pure lecture only, especially since
without increasing the cognitive load of students, they can still learn if they are motivated
and engaged. Supported by the study Özhan and Kocadere, 2020, which also entails that
motivation which can create a positive impact on a student's academic success. Likewise,
in this digital era, the study of Rasti-Behbahani 2021 also shows the different factors such
feedback found in digital games can contribute to an effective vocabulary acquisition and
enhancement.
The following pie charts summarize the total percentage of scores gained by the
students after the implementation of the three games, mainly 4 Pics 1 Word, Crossword
Figure 1. Total Percentage of Scores after the implementation of the game 4 Pics 1 Word
Figure 1 shows that a total of 88.10% of the total population of students gained the
highest score of 10, while 4.76% gained a low score of 7 points. This concludes that
higher retention of vocabulary words introduced to the participants are achieved through
Figure 2. Total Percentage of Scores after the implementation of the game Crossword Puzzle
Another conducted game was the Crossword Puzzle. Figure 2 shows that 56.41%
of the students got a high score of 7 points, while 2.56% of the total population gained a
total score of 4 points. This concludes that although half of the population find the second
game motivating and useful in learning new vocabulary words, some of them find it
Figure 3. Total Percentage of Scores after the implementation of the game Guess the Word
After the conduct of the third game, which is the Guess the Word, the post-test
results showed that 61.11% of the total population of the present students gained a high
score of 10 points, while 13.89% gained a lowest score of 8 points. This indicates that the
Figure 4. Total Percentage of improvements after the utilization of the three games.
Figure 4 shows that a higher percentage of improvements was recorded after the
utilization of the three games and the conduct of the different post-tests. The first game
got an average percentage of 96.9%, the second game got an average percentage of
74.4%, and the third game got an average percentage of 94.7%. Such results could mean
that the utilization of educational games for three weeks was effective due to the high
rating gained by each student in every game. Thus, it proves that using insightful games,
particularly with the use of visuals as clues, encourages participation among students in
learning new vocabulary terms which help to improve their comprehension abilities.
Chapter V
different specific questions raised in the study. From the findings, conclusions were
Problem No. 1. What is the vocabulary level of Grade 7 - Bono learners of San Rafael
Findings:
The RLA pre-test results for Grade 7-Bono at San Rafael National High School
reveal that the majority of students (95%) are at the Coping Level of reading
the individual words presented to them, whereas only 2 students can accurately
and automatically read 50% of the high-frequency words in phrases during the
pre-test.
Conclusion:
The pre-test results reveal that most of the Grade 7-Bono students have a basic
further support to advance beyond the Coping level. This indicates a critical need
for an effective intervention to improve their vocabulary acquisition.
Recommendations:
enhance the vocabulary levels of Grade 7- Bono students. These interactive and
They may provide more resources and instructional support that could further
Problem No. 2. How did PROJECT FOREIGN-V affect the vocabulary level of Grade
7- Bono learners?
Findings:
The post-test results for the three educational games used in PROJECT
Specifically:
For 4 Pics 1 Word, 37 students achieved perfect scores, with an average rating of
9.69.
For the Crossword Puzzle, 22 students scored 7 points, with an average rating of
6.90.
For Guess the Word, 22 students scored 10 points, with an average rating of
8.12.
acquisition.
Conclusions:
improved the vocabulary levels of the students. The high percentage of students
vocabulary proficiency.
Recommendations:
levels. These activities have shown to be effective and engaging for the
students.
Evaluating and refining the games to ensure they remain engaging and effective
Findings:
vocabulary knowledge.
Conclusions:
Recommendations:
Future researchers may conduct further research to refine and adapt the
ensure that the program meets the evolving needs of students and
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APPENDICES
Table 2. Post-tests Results after the implementation of the three different games.
APPENDIX C : Samples of Materials Used in the Intervention