UNIVERSITI TEKNOLOGI MARA A STUDY ON THE USE OF HIDDEN OBJECT GAME IN ACQUIRING ENGLISH VOCABULARY AMONG TERTIARY LEVEL STUDENTS NUR SAFURA BINTIAB. GHAFFAR Dissertation submitted in partial fulfilment of the requirements for the degree of Master of Education (TESL) Faculty of Education August 2014 TABLE OF CONTENTS CANDIDATE'S DECLARATION ACKNOWLEDGEMENT ABSTRACT ABSTRAK LIST OF FIGURES LIST OF TABLES CHAPTER 1: INTRODUCTION 1.0 Introduction 1.1 Background of the Study 1.2 Statement of Research Problem 1.3 Research Objectives 1.4 Research Questions 1.5 Operational Definitions 1.5.1 Hidden Object Games 1.5.2 Vocabulary Acquisition 1.5.3 Second Language Learners 1.6 Limitations of the Study 1.7 Conclusion CHAPTER 2: LITERATURE REVIEW 2.0 Introduction 2 J Theoretical Framework 2.1.1 Dual-Coding Theory (DCT) 2.1.1.1 Dual-Coding Theory (DCT) and Vocabulary Learning 2.1.2 Cognitive Theory of Multimedia Learning (CTML) 2A2A Cognitive Theory of Multimedia Learning (CTML) and Vocabulary Learning 2.2 Discussion on Sub-Topics Relevant to the Study 2.2.1 Games 2.2.1.1 Computer Games 2.2.1.2 Types of Computer Games 2.2.1.3 Hidden Object Games PAGE i ii iii iv v vi 1 1 3 5 6 6 6 7 7 8 8 9 9 10 13 15 17 20 20 20 21 22 2.3 2.2.1A "Where's Waldo? The Fantastic Journey" as Selected Gaming Platform 2.2.2 Second Language Learning and Computer Games Conclusion 23 27 33 CHAPTER 3: RESEARCH METHODOLODY 3.0 3.1 3.2 3.3 Introduction Research Design Sampling Instruments 3.3.1 Pre- and Post-Tests 3.3.2 Treatment - "Where's Waldo? The Fantastic journey" 3.3.3 Interviews 3.3.4 Self-Report Checklists 3 A Method of Data Collection 3.5 Method of Data Analysis 3.6 Conclusion 34 34 35 36 36 37 39 40 40 42 44 CHAPTER 4: DATA ANALYSIS 4.0 Introduction 4.1 Data Analysis 4.1.1 Pre- and Post-Tests Results 4.1.2 Interview Analysis 4.1.2.1 Images as Referential Connections 4.1.2.2 Images as Visual Cues 4.1.2.3 Images as Memory Enhancers 4.1.2.4 Images as Motivational Factor 4.1.2.5 Images as Activation Agents for Background Schemata 4.1.3 Self-Report Checklists Analysis 4.2 Conclusion 45 45 45 49 49 53 56 60 65 69 73 CHAPTER 5: DISCUSSIONS AND CONCLUSION 5.0 5.1 5.2 5.3 5.4 Introduction Summary of Research Findings 5.1.1 Research Question 1: Do Students Acquire English Vocabulary by Playing 'Hidden Object Games'? 5.12 Research Question 2: How do Images in 'Hidden Object Games' Help Students in Acquiring English Vocabulary? 5.1.2.1 Images as Referential Connections 5.1.2.2 Images as Visual Cues 5.1.23 Images as Memory Enhancers 5.1.2.4 Images as Motivational Factor 5.1.2.5 Images as Activation Agents for Background Schemata Implications of the Study 5.2.1 Implications for Teaching and Learning of English Vocabulary 5.2.2 Implications for Game Designers Recommendations for Future Research Conclusion 74 74 75 76 77 79 81 82 84 85 86 87 88 89 REFERENCES 90 APPENDICES Append x A Append xB Append x C Append xD Append xE Append x F Append xG Append xH Append x l 96 98 102 103 104 105 106 107 108 ABSTRACT In this 21st century, rapid changes can be seen throughout the lifestyles of our society due to the emergence of technology and multimedia. These changes can also be seen within our education system where constant use of presentations, slides, videos, audio files, and others are used as tools in teaching especially at the tertiary level. Computer games have also found their ways into the world of learning where they were once cast aside as they are considered distracters to students. Nowadays, learning with the aid of games has become an inclination in the education system as they steadily yield positive reactions from various groups of people and stakeholders. Thus, this study intends to investigate the effectiveness of using a hidden object game in vocabulary acquisition among tertiary level students. Secondly, the game is also used as a tool in identifying how images portrayed in the game helped in students' vocabulary acquisition. 30 undergraduate students from various universities and colleges in Malaysia were selected as participants of the study. A mixed-method approach was employed with the use of pre- and post-tests, interviews, and self-report checklists as the instruments. The findings revealed that a majority of the students showed significant results in their mean scores. Various factors were discovered from the interviews pertaining to how images helped in students' vocabulary acquisition. These factors include the role of images as referential connections, visual cues, memory enhancers, motivational factor, and also as activation agents for students' background schemata. In addition, the findings from the students' self-report checklists on the use of the game indicate a relationship between the length and number of times of using the game. in
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