How to cite this paper
Ali, Z., Bakar, N., Ahmad, W & Saputra, J. (2022). Evaluating the use of web-based games on students' vocabulary retention.International Journal of Data and Network Science, 6(3), 711-720.
Refrences
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Balcı, Ö., & Kartal, G. (2021). A new vocabulary revision technique using WhatsApp: Peer-chain. Education and Information Technologies, 26(5), 5873–5893. https://doi.org/10.1007/s10639-021-10571-7
Berns, A., Gonzalez-Pardo, A., & Camacho, D. (2013). Game-like language learning in 3-D virtual environments. Computers & Education, 60(1), 210-220. https://doi.org/10.1016/j.compedu.2012.07.001
Çakmak, F., Namaziandost, E., & Kumar, T. (2021). CALL-Enhanced L2 Vocabulary Learning: Using Spaced Exposure through CALL to Enhance L2 Vocabulary Retention. Education Research International, 2021.
Dalton, B., & Grisham, D. L. (2011). eVoc strategies: 10 ways to use technology to build vocabulary. The reading teacher, 64(5), 306-317.
Folse, K., & Chien, Y. (2003). Using L2 research on multimedia annotations to evaluate CALL vocabulary materials. Sunshine State TESOL Journal, 2(1), 25-37.
Folse, K. (2004). The Underestimated Importance of Vocabulary in the Foreign Language Classroom.
Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2012). How to design and evaluate research in education. McGraw-hill New York.
Franciosi, S. J., Yagi, J., Tomoshige, Y., & Ye, S. (2016). The effect of a simple simulation game on long-term vocabulary retention. CALICO Journal, 33(3), 355–379. https://doi.org/doi:10.1558/cj.v33i2.26063
Gay, L. R. (1999). Educational Evaluation and Measurement. Merill.
Gorjian, B., Moosavinia, S. R., Kavari, K. E., Asgari, P., & Hydarei, A. (2011). The impact of asynchronous computer-assisted language learning approaches on English as a foreign language high and low achievers' vocabulary retention and recall. Computer Assisted Language Learning, 24(5), 383–391. https://doi.org/10.1080/09588221.2011.552186
Green, S., B., Salkind, N., J., & Alkey, T., M. (2000). Using SPSS for Windows: Analyzing and Understanding Data (2nd Ed.). Prentice Hall.
Groot, P. J. M. (2000). Computer-assisted second language vocabulary acquisition. Language Learning & Technology, 4(1), 60–81.
Honarzad, R., & Soyoof, A. (2020). Vocabulary learning and retention: A comparison between a serious game and mobile application. International Journal of Pedagogies & Learning, 15(1), 81-100.
Horst, M., Cobb, T., & Nicolae, I. (2005). Expanding academic vocabulary with an interactive on-line database. Language learning & technology, 9(2), 90-110.
Juffs, A., & Friedline, B. (2014). Sociocultural influences on the use of a web-based tool for learning English vocabulary. System, 42, 48–59. https://doi.org/10.1016/j.system.2013.10.015
Liu, T.-Y., & Chu, Y.-L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55(2), 630–643. https://doi.org/https://doi.org/10.1016/j.compedu.2010.02.023
Mthethwa, P. (2018). Teaching Vocabulary Using Multimedia: The Case of US International Students. Global Journal of Foreign Language Teaching, 8(2), 68-75. https://doi.org/10.18844/gjflt.v8i2.3190
Mulder, E., van de Ven, M., Segers, E., Krepel, A., de Bree, E. H., van der Maas, H., de Jong, P. F., & Verhoeven, L. (2021). Serious game-based word-to-text integration intervention effects in English as a second language. Contemporary Educational Psychology, 65, 101972. https://doi.org/https://doi.org/10.1016/j.cedpsych.2021.101972
Musa, M. A. H., Osman, W. H., Bakar, A. L. A., & Tobi, B. (2021). An Interview About Using Online Games In Vocabulary Acquisition Among The Second Year Students Of University College Sabah Foundation. Learning, 6(41).
Nakata, T. (2008). English vocabulary learning with word lists, word cards and computers: implications from cognitive psychology research for optimal spaced learning. ReCALL, 20(1), 3–20. https://doi.org/10.1017/S0958344008000219
Nation, I. S. . (1990). Teaching and learning vocabulary. Heinle & Heinle Publishers.
Pallant, J. (2005). SPSS Survival Guide: A Step by Step Guide to Data Analysis Using SPSS for Windows (3rd Editio). University Press.
Read, J. (2000). Assessing Vocabulary. In Assessing Vocabulary. Cambridge University Press. https://doi.org/10.1017/CBO9780511732942
Sackett, C. (2018). Make Navigation a Game. https://blog.prototypr.io/nintendo-deep-dive-interaction-design-d00aaf6cd633
Schmitt, N. (1995). A Fresh Approach To Vocabulary: Using a Word Knowledge Framework. RELC Journal, 26(1), 86–94. https://doi.org/10.1177/003368829502600105
Shabaneh, Y., & Farrah, M. (2019). The Effect Of Games On Vocabulary Retention. Indonesian Journal of Learning and Instruction, 2(1), 79–90. https://doi.org/10.25134/ijli.v2i01.1687
Smith, G. G., Li, M., Drobisz, J., Park, H. R., Kim, D., & Smith, S. D. (2013). Play games or study? Computer games in eBooks to learn English vocabulary. Computers & Education, 69, 274–286. https://doi.org/10.1016/J.COMPEDU.2013.07.015
Stavy, L. Z. D. F. S., & NorsehaUnin. (2019). Using Language Games for Vocabulary Retention in a Rural Primary School in Sarawak. International Journal Of Service Management And Sustainability, 4(2), 101-118. https://doi.org/10.24191/ijsms.v4i2.8067
Tozcu, A., & Coady, J. (2004). Successful Learning of Frequent Vocabulary through CALL also Benefits Reading Comprehension and Speed. Computer Assisted Language Learning - COMPUT ASSIST LANG LEARN, 17, 473–495. https://doi.org/10.1080/0958822042000319674
Tseng, W.-T., Liou, H.-J., & Chu, H.-C. (2020). Vocabulary learning in virtual environments: Learner autonomy and collaboration. System, 88, 102190. https://doi.org/https://doi.org/10.1016/j.system.2019.102190
Tyson, J. (2021). How Video Game Systems Work. https://electronics.howstuffworks.com/video-game3.htm
Wu, T.-T., & Huang, Y.-M. (2017). A mobile game-based English vocabulary practice system based on portfolio analysis. Educational Technology and Society, 20, 265–277.
Balcı, Ö., & Kartal, G. (2021). A new vocabulary revision technique using WhatsApp: Peer-chain. Education and Information Technologies, 26(5), 5873–5893. https://doi.org/10.1007/s10639-021-10571-7
Berns, A., Gonzalez-Pardo, A., & Camacho, D. (2013). Game-like language learning in 3-D virtual environments. Computers & Education, 60(1), 210-220. https://doi.org/10.1016/j.compedu.2012.07.001
Çakmak, F., Namaziandost, E., & Kumar, T. (2021). CALL-Enhanced L2 Vocabulary Learning: Using Spaced Exposure through CALL to Enhance L2 Vocabulary Retention. Education Research International, 2021.
Dalton, B., & Grisham, D. L. (2011). eVoc strategies: 10 ways to use technology to build vocabulary. The reading teacher, 64(5), 306-317.
Folse, K., & Chien, Y. (2003). Using L2 research on multimedia annotations to evaluate CALL vocabulary materials. Sunshine State TESOL Journal, 2(1), 25-37.
Folse, K. (2004). The Underestimated Importance of Vocabulary in the Foreign Language Classroom.
Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2012). How to design and evaluate research in education. McGraw-hill New York.
Franciosi, S. J., Yagi, J., Tomoshige, Y., & Ye, S. (2016). The effect of a simple simulation game on long-term vocabulary retention. CALICO Journal, 33(3), 355–379. https://doi.org/doi:10.1558/cj.v33i2.26063
Gay, L. R. (1999). Educational Evaluation and Measurement. Merill.
Gorjian, B., Moosavinia, S. R., Kavari, K. E., Asgari, P., & Hydarei, A. (2011). The impact of asynchronous computer-assisted language learning approaches on English as a foreign language high and low achievers' vocabulary retention and recall. Computer Assisted Language Learning, 24(5), 383–391. https://doi.org/10.1080/09588221.2011.552186
Green, S., B., Salkind, N., J., & Alkey, T., M. (2000). Using SPSS for Windows: Analyzing and Understanding Data (2nd Ed.). Prentice Hall.
Groot, P. J. M. (2000). Computer-assisted second language vocabulary acquisition. Language Learning & Technology, 4(1), 60–81.
Honarzad, R., & Soyoof, A. (2020). Vocabulary learning and retention: A comparison between a serious game and mobile application. International Journal of Pedagogies & Learning, 15(1), 81-100.
Horst, M., Cobb, T., & Nicolae, I. (2005). Expanding academic vocabulary with an interactive on-line database. Language learning & technology, 9(2), 90-110.
Juffs, A., & Friedline, B. (2014). Sociocultural influences on the use of a web-based tool for learning English vocabulary. System, 42, 48–59. https://doi.org/10.1016/j.system.2013.10.015
Liu, T.-Y., & Chu, Y.-L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55(2), 630–643. https://doi.org/https://doi.org/10.1016/j.compedu.2010.02.023
Mthethwa, P. (2018). Teaching Vocabulary Using Multimedia: The Case of US International Students. Global Journal of Foreign Language Teaching, 8(2), 68-75. https://doi.org/10.18844/gjflt.v8i2.3190
Mulder, E., van de Ven, M., Segers, E., Krepel, A., de Bree, E. H., van der Maas, H., de Jong, P. F., & Verhoeven, L. (2021). Serious game-based word-to-text integration intervention effects in English as a second language. Contemporary Educational Psychology, 65, 101972. https://doi.org/https://doi.org/10.1016/j.cedpsych.2021.101972
Musa, M. A. H., Osman, W. H., Bakar, A. L. A., & Tobi, B. (2021). An Interview About Using Online Games In Vocabulary Acquisition Among The Second Year Students Of University College Sabah Foundation. Learning, 6(41).
Nakata, T. (2008). English vocabulary learning with word lists, word cards and computers: implications from cognitive psychology research for optimal spaced learning. ReCALL, 20(1), 3–20. https://doi.org/10.1017/S0958344008000219
Nation, I. S. . (1990). Teaching and learning vocabulary. Heinle & Heinle Publishers.
Pallant, J. (2005). SPSS Survival Guide: A Step by Step Guide to Data Analysis Using SPSS for Windows (3rd Editio). University Press.
Read, J. (2000). Assessing Vocabulary. In Assessing Vocabulary. Cambridge University Press. https://doi.org/10.1017/CBO9780511732942
Sackett, C. (2018). Make Navigation a Game. https://blog.prototypr.io/nintendo-deep-dive-interaction-design-d00aaf6cd633
Schmitt, N. (1995). A Fresh Approach To Vocabulary: Using a Word Knowledge Framework. RELC Journal, 26(1), 86–94. https://doi.org/10.1177/003368829502600105
Shabaneh, Y., & Farrah, M. (2019). The Effect Of Games On Vocabulary Retention. Indonesian Journal of Learning and Instruction, 2(1), 79–90. https://doi.org/10.25134/ijli.v2i01.1687
Smith, G. G., Li, M., Drobisz, J., Park, H. R., Kim, D., & Smith, S. D. (2013). Play games or study? Computer games in eBooks to learn English vocabulary. Computers & Education, 69, 274–286. https://doi.org/10.1016/J.COMPEDU.2013.07.015
Stavy, L. Z. D. F. S., & NorsehaUnin. (2019). Using Language Games for Vocabulary Retention in a Rural Primary School in Sarawak. International Journal Of Service Management And Sustainability, 4(2), 101-118. https://doi.org/10.24191/ijsms.v4i2.8067
Tozcu, A., & Coady, J. (2004). Successful Learning of Frequent Vocabulary through CALL also Benefits Reading Comprehension and Speed. Computer Assisted Language Learning - COMPUT ASSIST LANG LEARN, 17, 473–495. https://doi.org/10.1080/0958822042000319674
Tseng, W.-T., Liou, H.-J., & Chu, H.-C. (2020). Vocabulary learning in virtual environments: Learner autonomy and collaboration. System, 88, 102190. https://doi.org/https://doi.org/10.1016/j.system.2019.102190
Tyson, J. (2021). How Video Game Systems Work. https://electronics.howstuffworks.com/video-game3.htm
Wu, T.-T., & Huang, Y.-M. (2017). A mobile game-based English vocabulary practice system based on portfolio analysis. Educational Technology and Society, 20, 265–277.