THE EFFECT OF ACTIVE BOARD
GAME ON VOCABULARY RETRIEVAL
AMONG SCHOOL GRADERS
EL EFECTO DEL JUEGO DE MESA ACTIVE EN LA
RECUPERACIÓN DE VOCABULARIO ENTRE ESCOLARES
Nelson Alberto Mejia Tavarez
Universidad de Antioquia
Clyde Jensen Gómez
Universidad de Antioquia
Carlos Andres Mejia Tabares
Universidad de Antioquia
Dania Arenas
Universidad de Antioquia
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DOI: https://doi.org/10.37811/cl_rcm.v9i1.16606
The effect of Active Board Game on Vocabulary Retrieval Among
School Graders
Nelson Alberto Mejia Tavarez1
nelsonmeji101@gmail.com
https://orcid.org/0009-0000-7721-2237
Universidad de Antioquia
Clyde Jensen Gómez
c.jensen@udea.edu.co
https://orcid.org/0000-0002-5910-2584
Universidad de Antioquia
Carlos Andres Mejia Tabares
messimejia10@hotmail.com
https://orcid.org/0009-0002-6133-1623
Institución Educativa JUAN XXIII
Dania Arenas
arenasdania@gmail.com
https://orcid.org/0009-0004-1387-2841
Institución Educativa La Milagrosa
ABSTRACT
A good knowledge of vocabulary is crucial to successful language learning, so vocabulary learning
strategies have been gaining popularity in EFL classrooms. Research in vocabulary learning has been
extensively investigated the factors that affect receptive vocabulary, however the amount of research in
productive vocabulary is scarce. The study reported in this article aimed to explore and describe to
what extent a board game called “Active” affect 10th-grade EFL students' active vocabulary in a public
school in Bello. The game was designed as a memory-based strategy and target frequently nouns
relevant to students’ daily lives. Four lesson plans were applied to 32 students and the classes took place
in the classroom. This study used a qualitative method. Vocabulary performance was tested with pre-
test and, post-test and during-test after each lesson. The data collection included interviews and
observations. The research found significant gains in vocabulary retention and retrieval. Moreover, the
game fostered motivation and engagement, highlighting the value of gamification in enhancing
language learning.
Keywords: active vocabulary, gamification, EFL education
1
Autor principal
Correspondencia: nelsonmeji101@gmail.com
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El efecto del Juego de Mesa Active en la Recuperación de Vocabulario
entre Escolares
RESUMEN
Un buen conocimiento del vocabulario es crucial para el éxito en el aprendizaje de idiomas, por lo que
las estrategias de aprendizaje de vocabulario han ido ganando popularidad en las aulas de EFL. La
investigación en el aprendizaje de vocabulario ha investigado ampliamente los factores que afectan al
vocabulario receptivo, sin embargo, la cantidad de investigación en el vocabulario productivo es escasa.
El estudio que se presenta en este artículo tiene como objetivo explorar y describir hasta qué punto un
juego de mesa llamado «Active» afecta al vocabulario activo de los estudiantes de 10º curso de EFL en
un colegio público de Bello. El juego se diseñó como una estrategia basada en la memoria y se dirigía
frecuentemente a sustantivos relevantes para la vida diaria de los estudiantes. Se aplicaron cuatro planes
de lección a 32 estudiantes y las clases tuvieron lugar en el aula. Este estudio utilizó un método
cualitativo. Se evaluó el rendimiento en vocabulario con pruebas previas, posteriores y durante cada
lección. La recogida de datos incluyó entrevistas y observaciones. La investigación reveló mejoras
significativas en la retención y recuperación de vocabulario. Además, el juego fomentó la motivación
y el compromiso, destacando el valor de la gamificación para mejorar el aprendizaje de idiomas.
Palabras clave: vocabulario activo, gamificación, educación EFL
Artículo recibido 17 diciembre 2024
Aceptado para publicación: 22 enero 2025
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INTRODUCTION
If a person wants to use a language, they must have complete knowledge of vocabulary, which means
being familiar with the meaning, appropriateness, collocations, spoken and written form, as well as
mastering both active and passive vocabulary related to the four skills of language (Nación,1990).
Teachers should recognize that vocabulary is divided into at least four different types and that will give
them the ability to better understand the progress of their students. Active vocabulary incorporates the
words that students implement in their speaking and writing productions. On the other hand, passive
vocabulary covers words that help them understand a conversation or during a reading comprehension
activity.
Recent studies underscore the importance of integrating both active and passive vocabularies into lesson
plans. However, in Colombian public schools, assessment activities focus more on passive vocabulary,
due to multiple circumstances related to time, teaching principles, preparation for SABER tests, lack of
teacher training, number of students in class, etc. Considering what has been said, active vocabulary
has been avoided or at least left aside, so productive skills in speaking and writing have not made
significant advances. Teachers observed with frustration and resignation that students do not actively
participate in class and fail in most written and oral activities (Education, 2014).
Another particularly important aspect in language learning is motivation, both types of motivation:
extrinsic and intrinsic. According to Lepper (1988), learners perform better when they are intrinsically
motivated, and he highly recommends the use of gamification to engage learners in classes and ensure
that they can complete activities on their own. Games are common aspects not only in people's lives but
also in classrooms where teachers use them for their potential impact on motivation and learning. Many
scholars agree that learning occurs when the lesson sparks students' interest and motivation and that in
second-language education it is important to introduce gamification into classes because motivation has
been consistently linked to learning (Brown, 2007).
However, designing activities to encourage learners' active vocabulary and integrating gamification into
lessons is challenging and time-consuming for teachers in foreign language classes; especially in
Colombia and the local region (Bello, Antioquia), where students are left with decontextualized classes
and content that does not meet their interests, as well as teachers eagerly looking for activities to engage
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students in classes. To address the aforementioned gaps, this study seeks to describe the effect of using
a board game called “Active” on students’ active vocabulary. This board game has been carefully
designed by the researcher, intended to increase active vocabulary with the most useful and used nouns
that students need to have a simple conversation in English in their immediate context. The study will
be conducted in a public school in the city of Bello, where students belong to stratum two and receive
4 academic hours of English weekly with a communicative focus and where there is no specific textbook
to follow, and each teacher has autonomy to choose content from various sources.
Theoretical Framework
What is vocabulary?
Vocabulary is a very important language component in learning a language and is considered a central
part of language acquisition. Some linguists like David Wilkins stated that “Without grammar, very
little can be conveyed, without vocabulary, nothing can be conveyed no matter if it is a native, second
or foreign language. Therefore, we can say that learning a language means learning vocabulary and it
is fundamental because no matter how well students learn grammar, pronunciation, and intonation
without vocabulary communication does not take place successfully or meaningfully. According to
the Cambridge Dictionary vocabulary is defined as all the words that exist in a particular language.
Also, Carter (1998) detailed that a word can be defined from two perspectives. From the orthographic,
when a word represents a series of letters, and from a semantic perspective, where a word is seen as a
sequence of letters organized in a specific form to transmit a definition.
Nevertheless, those definitions are insufficient to explain a complex word such as vocabulary. It is
important when defining vocabulary to know its forms and types. Elfrieda and Michael (2005) have
stated that vocabulary is the knowledge of word meaning and it comes in two different forms: oral and
print. Oral vocabulary refers to words learners identify when they listen and speak while print
vocabulary involves the words that learners recognize when they read and write. In addition, the
vocabulary can be classified into two types: productive and receptive also called active or passive (the
last two words will be used to mention the type of vocabulary during the article). Active vocabulary is
used in speaking and writing. Meanwhile, passive vocabulary refers to words used in listening and
reading.
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Learning Vocabulary
Despite all the investigations of scholars and the recognition of types of vocabulary such as passive and
active, it is still challenging for teachers to develop vocabulary for students, and they are confused about
whether to teach that vocabulary separately or in a continuum. It is not easy to identify the connection
between the two types of vocabulary knowledge from different perspectives, stating that it is usually
easier to recall the meaning of a word passively than it is to learn and recall the form of a word to
produce it actively (Webb and Nation, 2017). Thus, teachers are constantly implementing strategies to
teach vocabulary effectively and they must make learning easier, faster, more enjoyable, and more
effective. In line with Schmitt (2010), there are two types of strategies that can be used in vocabulary
learning: Explicit and implicit vocabulary. Explicit vocabulary is more focused on learning the language
where the learner is attentive to the information to learn, and the teacher plays the role of translator or
language provider. On the other hand, implicit vocabulary is a process where learners are more centered
on using the language rather than learning it. Although, the classification and agreement of importance
of the two strategies, there is not a clear understanding of when teachers should use explicit, implicit,
or a combination of both foreign and second language contexts.
Game definition
Throughout human history, games have been seen as a symbol of entertainment, involvement,
cooperation a competition. Advanced Learner’s Dictionary (8th Ed) defines a game as “an activity or
sport” governed by rules, where people must compete against others. Competition and cooperation are
present whenever we mention the word game, Jones (1980, as cited in Ameer, 2016) stated that one or
two players could play in a game to compete or cooperate depending on the rules that have been set.
Others, like Gibbs (1981, as cited in Ameer, 2016), ensured that games are activities developed by
competitive or cooperative decision-makers. In addition, Rixon (1981) said that games include a
beginning and an end. From all these definitions, it can be concluded that a game is an activity with
rules centered on cooperation and cooperation which takes place in an enjoyable atmosphere. This
definition might be extrapolated to foreign and second language classrooms where teachers implement
games to reinforce or practice the objectives of the lessons and it is based on language and the aim to
enhance language skills. In language games, learners might use words, mime, gestures, and body
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language. When games are used to in non-games context that is called gamification, according to Kapp
(2012) gamification is defined as “using game-based mechanics, aesthetics, and game thinking to
engage people, motivate action, promote learning, and solve problems” (p. 10), that means that teachers
can use elements taken from games in class, lately, the use of gamification has become very popular
due to the potential benefit of learning and the motivation of learners.
Teaching Vocabulary Using Games
Some decades ago, games were primarily used for physical activities, and steadily games started to be
introduced in the educational arena. In the EFL and ESL context games have been gaining more
prominence. Lately, they have become an important tool that allows teachers to introduce challenges
and entertainment to the classes. Using games in learning vocabulary has attracted a lot attention
from scholars and teachers, Donmus (2010) found that when games and education are combined there
is a good atmosphere for learning languages. In fact, learning vocabulary is crucial in language learning
but also it is challenging, and students usually think that it is a boring process because they must
memorize and decontextualize words, in light of that, games have come to stay and are considered
advantageous, and effective in learning vocabulary. However, to achieve in vocabulary games teachers
must choose a suitable game considering students' needs, context, level, and many other aspects. To
choose a suitable game is worth mentioning the game Learning approach. Van Looy (2016) classified
games into two types of games: The first is a game exclusively created for educational purposes and the
second is when the game is conducted to provide entertainment. There are thousands of games to
be used in EFL and ESL classes and they can be chosen according to language skills (listening,
speaking, reading, writing).
Language is made up of words and if we want to use the language effectively it is imperative enough
stock of vocabulary, but it is we must keep in mind that vocabulary learning involved to know how to
spell words, how to pronounce them, their collocations in context and appropriateness as well (Nation,
1990). Therefore, vocabulary learning strategies play a crucial role in making learning easier, more
enjoyable, and more effective and a key point we want to address in this investigation is to enhance
comprehension and storage of vocabulary. To succeed in choosing vocabulary learning strategies
teachers should frame these strategies to recognize what type of activity will fit better on students.
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Schmitt (1997) has consolidated a taxonomy of vocabulary learning strategies that are vital for
remembering vocabulary. He divided them into four types: Metacognitive strategies which are
connected to decision-making, social strategies with exercises where learners interact by asking and
answering questions, cognitive strategies like verbal and written repetition and memory or mnemonics
strategies when the previous knowledge is linked with the new word using association or imaging.
Memory strategies
Many vocabulary learning strategies are suitable for learners according to their styles, age, attitude,
gender, context, motivation, personality, and so on. However, in this investigation, we will highlight
memory strategies also called mnemonics. As Oxford (1990) stated, vocabulary memory strategies help
learners store specific information and retrieve it when required. Also, Heuer (1999) suggested that
when the new vocabulary is rehearsed with memory strategies it will be transferred to long-term
memory. This last theory is closely related to what a board game called active pretends to achieve with
school students' vocabulary, which most of them use to comprehend a conversation or in reading activity
(passive) but at the time talking they cannot retrieve them to express they want to say, in other words,
transfer from passive vocabulary to active vocabulary and processing the vocabulary in the working
memory and store and retrieve from learn term memory and in that way learners can learn vocabulary
faster and recall it better. Concerning the Colombian context usually fail to apply the most suitable and
effective vocabulary learning strategy and enable learners to become more autonomous (Pineda, 2010).
Thus, it is an imperative need for teachers to help learners acquire more vocabulary, and learning
vocabulary through memory activities might contribute to that issue teachers should be aware of its
benefits and the variety of them: Image word form, connecting words with its synonyms and antonyms,
study the spelling of a word, say the new word aloud, use physical action when learning a word, group
words together, image word´s meaning, etc. Schmitt (1997) categorized memory strategies into six
subcategories: learning new words through pictures, connections between new words and relevant
words, linking the new words with irrelevant words, grouping, using the orthography or sound of the
word, and including physical action.
Once we mentioned the concept of vocabulary, the vocabulary strategies, the definition of a game and
its role in EFL and ESL learning context, and previous studies in vocabulary learning, it is pertinent to
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explain how the investigator pictures the material designed to apply in this study. It is a board game
called “Active” which will be used in this study as a learning vocabulary strategy to activate students´
vocabulary. First, it is a cooperative and competitive board game where learners might learn vocabulary
under an implicit strategy. In addition, according to Schmitt´s taxonomy Active might be considered a
memory or mnemonic strategy that consists of learning new words through pictures and the sound of
the word where players are exposed to visual and oral repetition of vocabulary while they are playing
and enjoying.
How Does Memory Work
The word memory entails different types of abilities which take place in different types of memory such
as working memory where responsible for temporarily string and manipulating information, semantic
memory where are stored general knowledge of fact of the world, or episode memory in charge of
remembering episodes of our life it is like travelling to the time mentally and pick the main events. This
kind of memories listed represents only of the recognized by many theories and psychologists, even
there are others like collective memory, and autobiographical memory among others depends on the
author we decide to study. Nevertheless, for the purpose of this study the processes that occur in the
episode memory will be highlighted. According to the physiologist (Melton, 1963) there are three
necessary stages in the learning memory process, they are encoding, storage and retrieval. The encoding
process is defined as the initial experience of learning, this stage can take place in many ways
considering physical and mental environment and people are constantly remembering and encoding
events at least for a while because encoded information is not a guarantee it will be remembered later.
The other Process is storage where the experiences create memory traces, but the Melton pointed that
those memory traces do not act like recording machine but the process of remembering involves
reconstruct the past events. And the final stage, stated by Melton, as the most important because human
can encode and store too much information but most of it is wasted and we only can access to a small
part of that information in our brains, so retrieval memory is defined as the ability to access information
when it is required. Melton directed special attention about the factors that determine what information
can be retrieved, and the main one is the type of hint or clue.
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Previous study
Many researchers have investigated vocabulary learning as a second or foreign language. Nevertheless,
this study in particular needs special attention about the types of vocabulary to understand how
vocabulary memory works. His study Testing Vocabulary (Kitao & Kitao, 1996) stated that vocabulary
can be divided into four types: Active speaking vocabulary, active writing vocabulary, passive listening
vocabulary, and passive reading vocabulary. Teachers should be aware of the type of vocabulary they
will test to choose the appropriate material according to learners´ needs. Recognizing the types of
vocabulary helped the investigator to narrow the investigation and understand the students´ concerns
and obstacles in vocabulary learning, especially relying on active speaking and writing vocabulary.
Complementary, it was relevant to know that some research aims to investigate the effectiveness of
some tools or resources to enhance passive and active vocabulary and the results were not satisfactory
in either type. For instance, Miyazaki (2019) investigates the effectiveness of an online vocabulary
learning device in Japan on the gains in passive and active vocabulary use at a range of proficiency
levels and the results showed that there was little improvement in active vocabulary and the study
highlighted the need to include tools that allow students improve their word production and long-term
memory.
In other research regarding learning vocabulary in the EFL context through Vocabulary learning
strategies by Ghazal (2007), where he highlighted the importance of word knowledge for both
production and comprehension in a foreign language and he encouraged teachers to help students to
become independent learners and he stated that this might be achieved if teachers instruct learners to
apply vocabulary learning strategies. In his study, Ghazal pointed out different taxonomies of
vocabulary learning strategies previously listed by Gu and Jonhson (1996), in this study Ghazal
mentioned metacognitive, cognitive, memory, and activation strategies. The description of memory
strategies was essential to understand the characteristics of “Active” board game and how the learner´s
memory would work during the study. Gu and Johnson classified memory games into rehearsal and
encoding categories, the last one which best suits the present game applied in this study. The encoding
category is based on association, imagery, visual, auditory, semantic, and encoding.
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METHOD
This study aimed to explore and describe to what extend “Active” board game affects the effect school
10th graders vocabulary, which employed a qualitative research design. The reason for using this method
is to get an in-depth understanding of how “Active” board game affects English vocabulary to young
10th graders and obtain a deep and wide perspective of students, to determine the effect on their active
vocabulary.
Research questions
The present study addresses the following research questions:
A. General question
How does a board game called “Active” affect a school learner´s vocabulary?
B. Secondary questions
What are students ‘concerns and likes at the time of learning English?
How much vocabulary about daily routine can students retrieve?
How can students improve vocabulary retrieval?
A. Participants
To achieve the aims of this study a total of 32 10th graders from a public school named Andrés Bello in
Colombia participated in this study: 14 males and 18 females, between 14 and 16 years of age. The
school has 600 students and most of them fit into low socioeconomic strata. The school has a social and
cultural focus, and it is recognized as one of the best in the academic area. The infrastructure building
is more than 50 years old. It has three floors and each one of them with 10 classrooms which have 35
students. Some classrooms have been equipped with video Beam and smart boards. Spanish is their
native language, and the target language is English. Grounded on their educational background and
language learning experiences, no participants could have been described as proficient or fluent English
speakers
B. Data Collection Instruments
Data collection instruments included a questionnaire, a pre-test, three during tests, a final test, four
lesson plans, sixteen interviews and four peer observations
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1. Questionnaire
Data collection participant responses about how they would like to learn English, the tools and resources
to use in class, and the difficulties of learning vocabulary were collected using a questionnaire. The
questionnaire consisted of 2 questions, question number one was an open question that required students
to write their free responses, the second question was multiple-choice.
2. Pre-test
In this study a test was designed to diagnose how much vocabulary students knew and how active that
vocabulary was in their brains. The test consists of a vocabulary test that requires students to write down
the corresponding word from Spanish to English of a list of 57 nouns. The words were selected
considering the most mentioned words that students wrote in English class in a written exercise about
daily routines and personal information.
3. During tests
After each lesson plan was applied to students using Active board game as a central part of the lesson,
a follow-up test was applied. It consisted of asking randomly one member of the groups (there were 8
groups of 4 students) the name of some images projected on the board through the video beam, he or
she had to say the name of the image and then receive feedback from the group and teacher regarding
the correct name and pronunciation of the noun.
4. Post-test
Once the groups had played the board game during four direct teacher lessons, on the fifth day they
were tested on their vocabulary learning focusing on their codification, storing, and retrieving of the
57-word nouns they were exposed to. It comprised an oral test, where the 32 students were asked one
by one, the criteria involved knowing the word in English and the correct pronunciation of it.
5. Lesson Plan
In this study, four lessons were implemented, the researcher planned, acted, observed, and reflected on
learners' reactions to investigate how “Active” board game affected learners´ active vocabulary
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6. Interview
After each lesson plan, four students were selected randomly to take a semi-structure interview to collect
information about the student’s opinions, and feelings about playing “Active” board game to learn
English vocabulary.
7. Observations
Also, to obtain more reliable information the researchers asked a colleague from the same school to
observe the lessons following a format to check learners’ reactions during the four lesson plans to
provide objective feedback about it and give some general recommendations so that the learners and
the researcher could take them into account for the next lessons.
C. Procedure
The main concern of this study was to investigate the effect of a board game called “Active” on students’
active vocabulary. To accomplish this, 32 10th graders from a public school participated in this study.
For this purpose, a questionnaire was administered to know students´ preferences and the obstacles to
learning English. In addition, pre-, during, and post-tests were conducted to investigate their progress
in terms of active vocabulary use. Also, a lesson plan was designed to develop on three different days
to guide students on what they had to do before, during, and after playing “Active” game.
The lessons were carried out taking into account the following sequence of phases. A warm-up, to catch
the learners' attention through random images selected from the 57 nouns of the “Active” game, they
were asked individually, to practice pronunciation and retrieving the names. Right after, there was an
opening where the teacher projected the “Active” on the whiteboard and explained the rules to play it,
subsequently, students paired their groups of 4 and started playing the game with the cards given by the
teachers for approximately 1 hour. Finally, the closure of the lessons where teachers give feedback
about the pronunciation of words and ask students about their perceptions of the game, and the teacher
considers it for the next lessons. Through these lessons, intended to achieve the following objectives:
General Objective
To explore and describe to what extend “Active” board game affects school 10th graders´ vocabulary
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Specific Objectives
To make a diagnostic about learners´ interests and concerns in learning English classes
To make a common nouns diagnosis on 10th graders
To design a series of lesson plans based on the implementation of “Active” board game to help
students to retrieve vocabulary
To implement four lessons plans based on the implementation of “Active” board game to help
students to retrieve vocabulary
D. Material
A total of 8 Active sets were implemented in this study, each set contained 57 different mix images
distributed in 55 cards. The images were chosen considering the most useful nouns students need to talk
about daily routines and habits. The investigator selected them from their writings once he identified
the most common using the Excel program. Each card contained 8 different images, and the main
characteristic of the cards is that all of them had an image in common, which was the target of the game
“to identify the repeated image”. This material was the investigator´s resources, printed in resistant and
malleable material that facilitated the manipulation.
DATA ANALYSIS
To understand the data collection procedure is necessary to have clear that it was implemented during
the whole investigation to reach a wide perspective on the effect on school learners ‘vocabulary through
a board game called “Active”. Once the investigators reach the data using the data collection
instruments (questionnaire, pre-test, during-test, post-test, lesson plan, interviews, and peer
observations) Burn´s approach was followed with 5 steps (Burns, 2001).
FINDINGS AND DISCUSSION
Students´ concerns and likes
Initially, the researcher administered a survey where students were asked about the resources they would
like to implement in the English classes with an open question and the main difficulties in learning
English with a multiple-choice question that contained the language skills and subskills as potential
answers. A total of 32 students participated in this study, and each one took the survey. The graphic
presents the results of the list of resources in which they preferred to participate in English classes.
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Graph 1
According to Graph1, from a total of 32 students 40% of the students preferred games, this cipher
represents the highest percentage. Subsequently, 21% of the students chose the Internet as their best
alternative. Also, a considerable number of people have agreed that music must be included in learning
English. Most students chose the previously mentioned resources to be included in the English classes.
Nonetheless, there were other resources mentioned by a few students such as using reading with 6%
and the use of Artificial Intelligence with 9%. Finally, a couple of students suggested other options
which represent only 5% in the graph.
The students chose the games to use in class because games are present in different areas of their lives
and in a language learning process that is complex for them for many circumstances, they want to learn
it easily and they immediately associate games with education (Donmus, 2010).
40
21 19
596
0
10
20
30
40
50
60
70
80
90
100
RESOURCES
Preferencences
GAMES INTERNET MUSIC READINGS A.I OTHERS
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Graph 2 shows the percentages obtained in question 2 of the surveys
In graph 2 the main student´s concerns in terms of skills and subskills are seen in percentages. Most of
the students have highlighted vocabulary as their main difficulty in learning English with 33%. Then,
we can see the listening and speaking skills with 22% and 20% correspondingly. Also, it shows other
subskills such as grammar and pronunciation which also are causes of worry for students with 13% and
6% in that order. Finally, the reading and writing skills appeared with the lowest percentage, 5% and
1%. Students' concern shows that no matter how much they might know about grammar rules,
pronunciation, and other components of the language, however, without enough vocabulary they cannot
communicate their ideas nor recognize the vocabulary they can encounter and it seems to be their main
concern, in one of the interviews one student said this: Interview lesson # 1 Listening and speaking
is difficult BUT if we knew more vocabulary would be easier
Students' answers addressed the objective related to students' preferences as well as their concerns
about learning the English language and was the beginning to look for a strategy that allows improving
students' vocabulary through games coming out with the creation of a board game called “Active”
Failing retrieving vocabulary
During this second stage of the study, a pre-test was applied in which the students had to translate a list
of 57 nouns into English. The findings were under the expectations because most of them did not
remember the corresponding word in English, some of them retrieved the vocabulary but made spelling
13%
22%
20%
5%
1%
33%
6%
SKILLS
GRAMMAR LISTENING SPEAKING READING WRITING VOCABULARY PRONUNCIATION
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mistakes. The investigator considered the school assessment system where students can pass a test
reaching at least 60%, so as the number of nouns was 57 the 60% represents 34 nouns. Considering this,
the results showed that from a total of 32 students, only 10 students could reach above 60%. The other
10 students answered between the range of 20 and 30 nouns correctly and finally the rest were under
20 correct answers.
The results of this pre-test deserve a deep analysis, as cited in the theoretical framework vocabulary
knowledge includes the understanding of the forms, meanings, and the practical use of the word, so if
we observe the result most of the students did no remember the form of the word, it means the
orthographic perspective, they might need to associate the image with the spelling of the word and the
board game “Active” appeared as a suitable option. Regarding the semantic perspective, there is no
evidence of the student´s performance before the proposal of the game was implemented. It would be
necessary for future investigations to widen that perspective, and the students could practice vocabulary
in context or communicating a complete idea Carter (1998).
Also, as mentioned above in the literature review the vocabulary can be classified into two types:
productive and receptive and the results indicate that only 10 students of 32 total reached the minimum
to approve (60%). However, it is necessary to mention that the pre-test was focused on testing
productive vocabulary and the results might be different in a test focused on receptive vocabulary. To
understand better this discussion, it is worth bringing up students' opinions in the interviews.
Interview lesson # 2: I understand some words in a text or a reading but at the moment to translate
from Spanish to English I cannot remember; it is like our brain needs some help to remember
vocabulary that we need immediately.”
From short to long-term memory
After each during-test was applied at the end of each lesson where 1 student per group was called to
take the test presented the following results. The performance of students started to improve lessons
after lessons showing that the codification process took place steadily. It means that the information
that was initially in the working memory started to be transferred to the long-term memory participants.
During the first test, 6 students selected reached more than 60%. At the end of lesson 2, the total of
students reached 60%.
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The results were improving surprisingly fast, and in lesson 3 the 8 students who took the test reached
above 80% in the final test 6 students reached above 90% and 2 of them did it perfectly reaching 100%.
This finding is very relevant for this study considering that the main objective is to explore and describe
to what extent “Active” board game affects students´ vocabulary and the students showed a significant
improvement lesson after lesson as was explained above, this ratified what Heur (1999) has suggested
about the importance of memory strategies helping students to transfer vocabulary that they observed
and hear playing “Active” game to long term memory what is called the codification process.
Successful retrieving by clues and free
Lastly, on the fifth day of study students took a final oral test but this time the whole universe of the
study was involved (32 students). The test was divided into two parts, firstly, students were asked to
say the corresponding word in English of the 57 nouns practiced during the whole study they had to
retrieve the information free without any clue, the results were highly satisfactory, absolutely all the
students reached above 70% of the nouns and 25 students above 80%. In the second part, the students
had to retrieve the nouns using images as clues, like what they did in the game, they could see an image
and then say the name in English. The results were extremely high, all 32 students reached above 90%
and 20 amazingly reached 100%.
This finding is the complementation of the previous one and both are in harmony with the main
objective of this study which pretends to explore and describe the effect of “Active” board game affects
students´ vocabulary. To discuss the results and the main objective it is essential to mention that “Active
board game is within the vocabulary learning strategies suggested by Gu and Johnson (1996),
particularly memory strategy and classified as an encoding strategy where students associate the image
with the word including the orthography and pronunciation. During the lessons, students were exposed
to play “Active” repeatedly and each during-test plus the observations showed that they were improving
significantly lesson after lesson, to understand this phenomenon was necessary to investigate more
about the way memory works.
So, students firstly, were exposed to seeing the images and listening to the sound and the words, and
their sensorial memory was activated, then when they started to play, the association of the images with
the sounds and orthography was stored in their short-term memory that occurs when people need
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immediate information to do activities every day also called working memory. The next step was that
students could encode the information which means that the information in short-term memory was
transferred to the long-term memory, this step occurs when the information can remember during more
time, in the external observation was recorded the following Observation Lesson # 2: When I asked at
least one member on each group for five words randomly they could remember easily”
In the final step, the students did it very well and satisfactorily retrieved the vocabulary, the information
was stored in the episodic memory and the proof of this is the result obtained in the final test where
70% of them could retrieve the information without any retrieval clue and 90% used the image that
represents the word as a retrieval clue (Ameer, 2016).
The following figure # 1 illustrates according to the investigation and the theory investigated how
students could effectively store the information of the nouns expose in “Active” game.
Figure 1
Emerging category
Enjoyable atmosphere
The results of the interviews and observations during the four lessons allowed the investigator to find
that while students cooperated and competed in playing “Active” board game they enjoyed cooperating
and competing with their classmates.
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All students interviewed expressed their philia with the board game. In one of the interviews, one
student stated the following: “Class was a safe place to learn free of the pressure of failing due to bad
results and in this time, they learn the words in English with an objective in mind, it is to compete and
cooperate during the game”.
This finding it is related undirectedly with the main objective of the study which pretends to explore
and describe the effect of “Active” game on students’ vocabulary because there are many studies which
suggest the benefits of gamification on learning and motivation. One of the characteristics of games is
that they involve cooperation and competition (Gibbs, 1981, as cited in Ameer, 2016) and during the
lesson plan when learners were playing “Active” was registered by the external observer that: “students
cooperate among them to improve pronunciation and explain the rules perhaps if a member forget it,
and this atmosphere benefits the learning of vocabulary”. Also, once students had taken confidence
and they were enjoying the game, there was a strong sense of competitiveness and they seemed to be
very concentrated in winning. With these results “Active” board game has been shown to have positive
results on both learning and motivation.
CONCLUSION AND PEDAGOGICAL IMPLICATIONS FOR EFL TEACHERS
Overall, in the results obtain during this investigation “Active” board game appears as an effective
vocabulary memory strategy which could be implemented in EFL environments to help students to
improve active vocabulary. The evidence found in tests, observation, and interviews strongly suggest
that “Active” helps with the consolidation of vocabulary on leaner’s memory, having room to the three
stages investigated by the phycologist Melton (1963) coding, storage and retrieval where final students
can use the information when they want to express it, in that case using images as a retrieval clue. Also,
the atmosphere described by leaners and the observation ratified that gamification has a great influence
on learning as well as motivation as long as the game is well explained, appropriate for their age and
takes the suitable time. Nevertheless, there have been researched a small hand of studies concerned
vocabulary learning and gamification in EFL, and through “Active” board game might be investigated
further effects on related skills such: Spelling, grammar, pronunciation, intonation, and so forth.
In addition, when the learners took the survey, they agreed on vocabulary as the main concern at the
time of learning English language, so they will learn easier if they have strategies to learn more
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vocabulary. In the same survey the results showed that most of the students see on gamification the best
option to accompany the English classes
Another aspect that was explored in this study was the learnersvocabulary range, particularly active
vocabulary about nouns needed to talk about daily routines. The results taken from the pre-test showed
that most learners failed at the time of retrieving vocabulary, only ten students reached above 60% of
the words tested. More research also needs to be done to test the passive vocabulary on students or the
semantic perspective, to analyze if they really understand the word in context. This conclusion is the
answer to one of the research questions about knowing how much vocabulary about daily routine
students could retrieve in a writing exercise.
Finally, when the investigator had investigated about students concerns and preferences´ to learn
English, and knew their performance on retrieving vocabulary, it was created “Active” board game as
a strategy to improve vocabulary retrieval on students. It was thought about a vocabulary strategy
focused on memory, working on memory following the steps suggested by the phycologist Melton
(1963) coding, storage and retrieving vocabulary. The investigator applied four lessons based on
“Active” game, which were apply consecutively, it means day after day.
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