Author:
John Philip Wilson,Mohamad Maslawati,Mahmud Siti Nur Diyana,Fuad Nurul Izzati Md
Abstract
The challenges that the English as a Second Language (ESL) learners encounter during the reading process impede their reading comprehension. During the reading process, they need to pick up the information and stimulation around the text to comprehend it. Learners with a low vocabulary repertoire usually face difficulties to understand the lengthy text. Therefore, in this study, a mobile application labelled ‘Balloon Vocabulary’ was developed to help Ibanese tertiary learners to enjoy their reading and develop their vocabulary repertoire. This study employed a mixed-method approach that aimed to seek the perceptions of 125 tertiary level Iban learners on the usage of ‘Balloon Vocabulary’ towards improving their vocabulary repertoire. This study was also embarked to discover the learners’ performance after they completed both pre-test and post-test by using the application. Descriptive and inferential analyses were used to analyze the data. The qualitative data were analyzed and transcribed into themes. From the findings, the process of experiencing gamification and language games has led the learners to discover their skill related to vocabulary. Furthermore, their passion for learning was increased due to the involvement of technology in learning. This application is hoped to serve as a potential platform for learners to gain new experience dealing with new technological ways of learning English. Then, it will tread a new path for teachers as they will be able to attract learners’ attention and realign their focus to achieve desired content in learning.
Subject
Linguistics and Language,Language and Linguistics
Cited by
2 articles.
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