5.1 Discussion about Research Findings
5.1.3 Research Question Three: What are the young learners’ perceptions of acquiring
Positive feedback toward acquiring English vocabulary through playing games
was shown from the students’ response in the questionnaire. Seventy-two percent of
the participants agreed that the design of the game successfully sustained their interests
and motivation. This number indicated that the game genre, Adventure Game, and the
game platform, Facebook, were able to maintain young learners’ motivation and
increase their chances of learning. This outcome tallies with the results in the former
studies (Baltra, 1990; Bosch, 2009; Chen & Yang, 2012; Culley et al.,1986; Kanuka
&Garrison, 2004; Kirriemuir & McFarlane, 2004). As proposed by Culley et al (1986)
that in order to complete the tasks or explore the adventure game environment, players
would be urged to figure out the meanings of certain unknown words. The majority of
the participants in this study also reported that the process of the game made them feel
like knowing more new words. With the coherent response, it can be inferred that this
adventure game served as an attractive and competent material for incidental English
vocabulary learning.
In addition to the game genre and platform, according to the results of the
questionnaire, both repeated encounters and picture glosses were considered great aids
to trigger young learners’ curiosity for new vocabulary items. Nine out of ten students
said that they tended to guess the word meaning when the word appeared with a
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picture or showed up repeatedly in the game, which conforms to the former studies
that these two elements play an important role in incidental vocabulary acquisition
(Chun & Plass, 1996; Jenkins et al.,1984; Kost et al., 1999; Saragi et al.,1978).
Although the test results in this study were not completely consistent with the
participants’ self-report in the questionnaire, the importance of the two factors should
not be underestimated.
As for the participants’ perceptions of the game learning effect, four fifths of the
participants agreed that playing this Facebook game helped them learn English
vocabulary items. This idea may result from the outcome of the vocabulary immediate
posttest. After the students finished the test, they probably found out the fact that they
were able to recognize more words in the test items because of the help from the game
session and thus realized the learning effect of this adventure game.
To be more specific about what elements of the game led to the retention progress,
more than two thirds of the participants believed that picture glosses and repeated
encounters of new words were the factors that help improve their vocabulary retention.
However, according to the data analysis, vocabulary retention rate was not
significantly affected by picture glosses or repeated exposure of new words. The fact
that students’ answer for this question does not correspond to their test results may be
due to the insufficient samples (N=32). Test results are easily influenced by outliers in
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the group with a small sample size. Secondly, students may also be indirectly guided
by the statements in the questionnaire. Since the two elements, picture glosses and
repeated encounters of words, kept appearing in different questions, students might
subconsciously think they were important items and thus chose them without a second
thought.
Other than picture glosses and repeated exposure of vocabulary items, about half
of the participants also stated that “contexts” of the words helped them with
vocabulary retention even though this factor had not been emphasized in the
questionnaire. This result indicated that contexts of the words might have some impact
on vocabulary acquisition for these young learners. One phenomenon worth
mentioning is that no participants gave any feedback when asked to deliver other
factors by themselves. It may imply that students at this age still need guidance when
doing questionnaires like this.
When asked about the advantages of learning with games, many of the
participants’ answers were that it was stress free. Young learners in junior high school
often relate every learning activity to stressful hard work. From their response to this
question, it could be inferred that learning activities with less pressure would
encourage more students to join. Correspondent to what Freiermuth (2002) proposed,
games were able to diminish the affective barrier for the absence of face-to-face
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communication, the present study once again proved that game-based learning can
offer a less-stress learning environment. Another popular answer for advantages was
that vocabulary retention became easier through the game, which is consistent with
Chen and Yang’s study in 2012. Along with the advantages proposed in the former
studies, including a storyline, different characters, interesting tasks, level upgrading
system, and most importantly learners’ enthusiasm, this Facebook adventure game
seemed to successfully transform vocabulary learning from a dull and difficult job to a
simple and interesting task that many of the participants enjoyed very much.
According to Chen and Yang (2012), adventure games were capable of enhancing
vocabulary acquisition for college students, the results in the present study verified that
it was also the case for young learners in junior high school.
Few participants mentioned the disadvantages of learning by games since most of
them appreciated the process very much. However, what they did bring out in the
questionnaires are the most common shortcomings often discussed in the field of
incidental vocabulary learning, time consuming and the guessing effect. These two
drawbacks appear to be inevitable weaknesses of almost every kind of incidental
learning activity and the present study is not the exception.
As for the difficulties the participants ran into in the game process, half of the
participants complained that there were too many unknown words in the game, which
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made them stuck in the game and lose the patience. This problem could result from the
theme of the game. Since this game was about a rescue mission in a deserted estate and
most of the characters were ghosts or spirits, students might have a hard time reading
words that seldom appeared in their daily lives, such as mausoleum or voodoo charm.
Originally, the researcher predicted that the pictures next to the words or the contexts
of the words would help the learners understand the word meanings. From this
response, perhaps the pictures and the contexts in the game were not precise enough to
understand or the participants needed more help besides picture glosses.
Although too many unknown words bothered many of the participants, in general,
they still loved this way of acquiring English words. Only three participants would not
keep learning through games, and the rest of them all enjoyed it and wanted to
maintain this learning method. The interesting part is that although the participants
were already aware of the learning effects of games, for nearly half of them, the
purpose to play the game in the future was for the pleasure they would obtain in the
game process instead of the additional linguistic knowledge they might gain. From this
response, it can be inferred that many young learners were still resistant to any
activities related to English learning, but they did not reject the chance to play an
English video game, which gave educators a great opportunity to disguise the effective
English learning activity with a desirable video game.
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