Rajang River Run: Improving Vocabulary Acquisition Among Young Learners through Gamified Storytelling

  • Stephanie Lawas James University Malaysia Sarawak
  • Farah Nadia Jaidil University Malaysia Sarawak
  • Izzati Suffiah Muhammad Amin Faudzi University Malaysia Sarawak
  • Nazira Roslee University Malaysia Sarawak
  • Nur' Zahra Su'aidi University Malaysia Sarawak
Keywords: vocabulary, storytelling, primary learners, game-based learning

Abstract

This study examined the use of flashcard games as a game-based learning and storytelling approach to acquire new vocabulary, construct engaging sentences, and increase students' motivation. The study was conducted at a national government-funded public primary school in Putrajaya, Malaysia, involving 15 Primary one students. The game design thinking approach was employed to develop the game, which acts as a guide to scaffold creativity and collaboration. The findings showed that learning through the Rajang River Run could boost pupils' capacity and desire to learn unfamiliar words. The implication of this study suggests that gamified learning, such as gamified narrative, increased players' motivation to play the game and improved memory retention and attentiveness.

 

 

Author Biographies

Stephanie Lawas James, University Malaysia Sarawak

 

 

Farah Nadia Jaidil, University Malaysia Sarawak

 

 

Izzati Suffiah Muhammad Amin Faudzi , University Malaysia Sarawak

 

 

Nazira Roslee, University Malaysia Sarawak

 

 

Nur' Zahra Su'aidi, University Malaysia Sarawak

 

 

References

Abdul Aziz, A., & Kashinathan, S. (2021). ESL Learners' Challenges in Speaking English in Malaysian Classroom. International Journal of Academic Research in Progressive Education and Development, 10(2), 983-991.

https://doi.org/10.6007/IJARPED/v10-i2/10355

Al Neyadi, O. (2007). The effects of using games to reinforce vocabulary learning. In Marifa H.C.T. (Ed.), Action research and initial teacher education in the UAE (pp.99-1-7). HCT Press, UAE.

Alqahtani, M. (2015). The importance of vocabulary in language learning and how to be taught. International Journal of Teaching and Education, 3(3), 21-34.

https://doi.org/10.20472/TE.2015.3.3.002

Amelia Leong Chiew Har, Mohamad Jafre Zainol Abidin, & Jamal Safri Saibon. (2019). The benefits and drawbacks of using tablet-based digital storytelling in vocabulary learning among Malaysian young English as a Second Language (ESL) learners. Asia Pacific Journal of Educators and Education, 34, 17-47.

https://doi.org/10.21315/apjee2019.34.2

Arnab, S., Clarke, S., & Morini, L. (2019). Co‑creativity through play and game design thinking. Electronic Journal of e-Learning, 17(3), pp 184-198.

https://doi.org/10.34190/JEL.17.3.002

Azmi, M. N. L. (2013). National Language Policy and Its Impacts on Second Language Reading Culture. Journal of International Education and Leadership, 3(1), 113-122. Retrieved from: https://files.eric.ed.gov/fulltext/EJ1136083.pdf

Bakhsh, S. A. (2016). Using games as a tool in teaching vocabulary to young learners. English Language Teaching, 9(7), 120-128.

https://doi.org/10.5539/elt.v9n7p120

Berne, J. I., & Blachowicz, C. L. Z. (2008). What Reading Teachers Say about Vocabulary Instruction: Voices from the Classroom. The Reading Teacher, 62(4), 314-323. Retrieved from http://www.jstor.org/stable/27699695

https://doi.org/10.1598/RT.62.4.4

Calvo-Ferrer, J. R. (2017). Educational games as stand-alone learning tools and their motivational effects on L2 vocabulary acquisition and perceived learning gains. British Journal of Educational Technology, 48(2), 264-278.

https://doi.org/10.1111/bjet.12387

Clarke, S., Masters, A., Collins, B., Flynn, D., & Arnab, S. (2020, September). Using frugal education principles and the RPG Maker MV game engine to aid the co-creation of digital game-based learning resources. In Proceedings of the 14th International Conference on Game Based Learning, ECGBL (pp. 87-95).

Derakhshan, A., & Khatir, E. D. (2015). The effects of using games on English vocabulary learning. Journal of Applied Linguistics and Language Research, 2(3), 39-47. Retrieved from: http://jallr.com/index.php/JALLR/article/view/40/pdf_38

Dignath-van Ewijk, C., Fabriz, S., & Buttner, G. (2015). Fostering self-regulated learning among students by means of an electronic learning diary: A training experiment. Journal of Cognitive Education and Psychology, 14(1), 77-97.

https://doi.org/10.1891/1945-8959.14.1.77

Giakalaras, M. M. (2016). Gamification and storytelling. Journal of Media and Communication Studies, 8, 1-7.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? - A Literature Review of Empirical Studies on Gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014.

https://doi.org/10.1109/HICSS.2014.377

Hassan, F. A., & Hashim, H. (2021). The Use of an Interactive Online Tool (Plickers) in Learning Vocabulary among Young Learners in ESL Setting. Creative Education, 12, 780-796.

https://doi.org/10.4236/ce.2021.124055

Hsin-Yi Liang, Tien-Yu Hsu, Gwo-Jen Hwang, Shao-Chen Chang & Hui-Chun Chu (2021). A mandatory contribution-based collaborative gaming approach to enhancing students' collaborative learning outcomes in Science museums, Interactive Learning Environments.

https://doi.org/10.1080/10494820.2021.1897845

Hsu, S. H., Chang, J. W., & Lee, C. C. (2013). Designing attractive gamification features for collaborative storytelling websites. Cyberpsychology, Behavior, and Social Networking, 16(6), 428-435.

https://doi.org/10.1089/cyber.2012.0492

Huizenga, J. C., ten Dam, G. T. M., Voogt, J. M., & Admiraal, W. F. (2017). Teacher perceptions of the value of game-based learning in secondary education. Computers & Education, 110, 105-115.

https://doi.org/10.1016/j.compedu.2017.03.008

Indriyani, A., & Sugirin. (2019). The impact of vocabulary learning strategies. In Proceedings of the 3rd International Conference on Current Issues in Education (pp. 113-117). Atlantis Press.

Johnson, D. W., & Johnson, R. T. (2009). An educational psychology success story: Social interdependence theory and cooperative learning. Educational Researcher, 38(5), 365-379.

https://doi.org/10.3102/0013189X09339057

Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.

https://doi.org/10.1145/2207270.2211316

Kaptein, M., Markopoulos, P., de Ruyter, B., & Aarts, E. (2015). Personalising persuasive technologies: Explicit and implicit personalisation using persuasion profiles. International Journal of Human-Computer Studies, 77, 38-51.

https://doi.org/10.1016/j.ijhcs.2015.01.004

Kunnu, W., Uiphanit, T., & Sukwises, A. (2016). The development of vocabulary memorisation by using games. International Journal of Social Science and Humanity, 6(6), 419-422.

https://doi.org/10.7763/IJSSH.2016.V6.683

Mayer, R. E. (2012). Multimedia Learning (R. E. Mayer, Ed.). Cambridge University Press.

Ministry of Education Malaysia. (2013). Malaysia Education Blueprint, 2013-2025: Preschool to Post-secondary Education. Kementerian Pendidikan Malaysia. Retrieved from https://www.moe.gov.my/menumedia/media-cetak/penerbitan/dasar/1207-malaysia-education-blueprint-2013-2025/file

Misbah, N., Mohamad, M., Yunus, M. M., & Ya'acob, A. (2017). Identifying the factors Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge: Cambridge University Press.

Mora, A., Riera, D., González, C., & Arnedo-Moreno, J. (2017). Gamification: A systematic review of design frameworks. Journal of Computing in Higher Education.

https://doi.org/10.1007/s12528-017-9150-4

Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge University Press.

https://doi.org/10.1017/CBO9781139524759

Orlick, T. (2006). Cooperative games and sports: Joyful activities for everyone. Human Kinetics Press.

Reeves, B., & Read, J. L. (2009). Total engagement: How games and virtual worlds are changing the way people work and businesses compete. Harvard Business Press.

Richard-Amato, P. A. (1988). Making It Happen: Interaction in the Second Language Classroom, From Theory to Practice. Longman Inc., 95 Church St., White Plains, NY 10601-1505.

Roseth, C. J., Johnson, D. W., & Johnson, R. T. (2008). Promoting early adolescents' achievement and peer relationships: The effects of cooperative, competitive, and individualistic goal structures. Psychological Bulletin, 134(2), 223-246.

https://doi.org/10.1037/0033-2909.134.2.223

Segal-Drori, O., Korat, O., Shamir, A., & Klein, P. S. (2010). Reading electronic and printed books with and without adult instruction: Effects on emergent reading. Reading and Writing: An Interdisciplinary Journal, 23(8), 913-930.

https://doi.org/10.1007/s11145-009-9182-x

Schmitt, N. (2000). Vocabulary in language teaching. Cambridge: Cambridge University Press

Scheer, A., Noweski, C., & Meinel, C. (2012). Transforming constructivist learning into action: Design thinking in education. Design and Technology Education: An International Journal, 17(3), 8 - 19. Retrieved from https://eric.ed.gov/?id=EJ996067

Taghiadeh, M., Vaezi, S., & Ravan, M. (2017). Digital games, songs and flashcards and their effects on vocabulary knowledge of Iranian preschoolers. Studies, 5(4), 156-171. Retrieved from http://www.eltsjournal.org/archive/value5%20issue4/20-5-4-17.pdf

Takeuchi, L. M., & Vaala, S. (2014). Level up learning: A national survey on teaching with digital games. New York: The Joan Ganz Cooney Center at Sesame Workshop.

Uberman, A. (1998, January). The use of games for vocabulary presentation and revision. In English Teaching Forum, 36(1), 20-27.

Vygotsky, L. (1978). Interaction between learning and development. California: W.H. Freeman Company.

Wright, A., Betteridge, D., & Buckby, M. (2005). Games for language learning (3rd ed.). New York: Cambridge University Press.

https://doi.org/10.1017/CBO9780511667145

Published
2023-03-31
How to Cite
James, S. L., Jaidil, F. N., Muhammad Amin Faudzi , I. S., Roslee, N., & Su’aidi, N. Z. (2023). Rajang River Run: Improving Vocabulary Acquisition Among Young Learners through Gamified Storytelling. Journal of Cognitive Sciences and Human Development, 9(1), 63-82. https://doi.org/10.33736/jcshd.5483.2023