Using Computer Games Based on CALL System for Teaching English Vocabulary to the Libyan Young Learners

Mohamed bashir Abugharsa

Abstract


Abstract

This study has been conducted to investigate the impact of computer games on young learners' (primary stage students') ability to learn English vocabulary. It was conducted in Misurata Primary School and Tamkeen Primary School, which are located in Misurata, Libya. For achieving the objectives of the current study, a computer game was designed and developed. Moreover, a pre/post vocabulary test was constructed in order to measure students' learning levels of English vocabulary. The sample consists of 155 first grade students including 86 male students and 79 female students during the second semester of the academic year 2017-2018. The students were subdivided into groups for experiments. Some of those experimental groups were allowed to play the game for learning English vocabulary while others were taught the same English vocabulary using the traditional ways of teaching including picture cards and memorization. Descriptive statistical methods (mean and standard deviation) were used to process data obtained after conducting the pre-learning and post-learning tests of students' vocabulary. Comparative statistical methods were used (Sample t-test) for variance analysis to compare the experimental groups. The findings show that the post-play learning of the students, who were allowed to play the specifically designed vocabulary learning game, was better as compared to those, who were taught using traditional methods. The researcher concluded that the impact of using word games should be enhanced for teaching English vocabulary, and similar studies must be conducted on other populations, age groups, and for longer time periods.

 

In this paper, design and construction of educational CAL material for children has been focused when a computer game was developed based on English vocabulary selected from a Libyan book included in the local primary English syllabus. Listening is the key skill in this project, and the main goal is to provide children with opportunities to practice using English words. This has been accomplished for preparing grounds for a future study.

 

Primary school students were chosen and game-based CAL was used to motivate students to learn and make progress more effectively. Flash 8 animation software was used for designing the CAL package and Photoshop CS2 was also used for designing the needed graphics.

 

Keywords: Computer-assisted Learning (CAL), computer games, E-learning, Adobe Flash.


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DOI: https://doi.org/10.23956/ijermt.v7i10.310

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