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Review of Related Literature
Review of Related Literature
Review of Related Literature
theoretical and conceptual framework, and the definition of terms used in this study.
CONCEPTUAL LITERATURE
The books, journals, articles and other reviews used gave the researchers a
background knowledge and guide in selection and inclusion of content in the study.
The following review of literature includes concepts on: (1) Educational online
commitment and interest. It increases their involvement in the teaching learning process
that will promote successful learning. Students best remember and learn things when
they are part in doing. If students will be teach, particularly vocabulary teaching in an
ordinary way, only their present problems are solved. But if the students are taught to
work out or discover meaning for themselves, it would be remarkable to them that will
lead to long term vocabulary retention. Educational online games are like water in us. It
refreshes the student’s mind. If someone takes it, it will fill the thirstiness of the student
in vocabulary retention.
Throughout the book, Whitton works from the very basic elements of games to
develop the reader’s understanding of their potential. The genres include adventure,
platform, puzzle, role-play, shooter, sports, and strategy games. Whitton then discusses
types of learning that can be facilitated through gaming, such as applying skills,
developing strategies, analyzing information, evaluating situations, changing attitudes,
An educational game, one designed for learning, is a subset of both fun and play.
principles and computer games. Educational Online Games deals with the current
main reasons why games are played: Games are fun, challenging and interactive social
experience that can be shared with friends and family. Games provide a lot of
entertainment. It can be seen that play, fun and interaction dominates the reason why
games are played. The reason games are so engaging is because the primary objective
of the game designer is to keep the user engaged (Prensky, 2001). Admittedly, this is
not the primary concern of educators, whose concern is to instruct and get the material
across. However, with increased levels of motivation and engagement, instruction can
learning benefits on affective level as well as knowledge domain. Students were found
enjoying the games, always engaged, motivated, and excited during the game play
session. Educational games encompass a wide range of activities that can support
and learning. Educational games as the knowledge of pedagogy that is integrated with
the features of games that are motivating, engaging and rewarding to users. Thus,
educational games can be defined as games technology for teaching or learning that
outcomes for specific students. It is primarily designed to infuse more motivation for
Games also provide the opportunity for learners to reinforce previously learned
information and acquire new knowledge. By involving repetition and allowing important
points to be reiterated, games appear to increase retention and application. In addition,
games are believed to connect theory and practice and provide the opportunity for
you must recall when you need it. When you say a friend has a good memory, you
probably mean he or she can recall a wide variety of information accurately. The
understand something if we do not know it. Vocabulary items are often deemed as
“building blocks” of a language (Amirian & Heshmatifar, 2013). Without the knowledge
learn to listen, speak, read, or write in the language (Nation, 2001). (Fukkink et al. 2005)
echoed this view by claiming that understanding will be greatly hampered without
with its own merits and demerits. Learning vocabulary from context or 'incidental
growth and is called incidental learning. On the other hand, according to Nielson (2006)
gradually increasing toward more context based vocabulary learning (extensive reading)
Research Literature
through computer games. In this study, the researchers observed their Vietnamese
students by conducting different kinds of games in order to see how students reacted to
For future study, it suggested that the students can easily learned vocabulary
more quickly by playing games (word puzzles) than by using the traditional method
(reading and listening) of learning. Eighteen out of the 20 participants indicated that the
The experiment was divided into two groups: the experimental group learnt some
vocabulary from two online games (puzzle game and shooting game), while the control
group learnt the same vocabulary through activity-based lessons (e.g. drawing
pictures).
For future study, it suggested and showed that the experimental group (playing
online vocabulary games) tends to learn better and could recall the vocabulary for a
longer period than the control group who attended the activity based lessons.
According Turgut and Irgin (2009), online games were used to investigate young
learners’ experience of learning English, while playing advanced computer games (e.g.
GTA Vice City, Counter Strike, FIFA08) in internet cafes in Turkey. Data was gathered
interviews
For further studies, participants mainly indicated that the games enhanced
Yeh and Wang (2003) examined the effectiveness of three types of vocabulary
annotations on word learning: (1) text-only (Chinese translation and English definition);
(2) text-picture (text and image displays the target word); (3) text-picture-sound (text,
image, and an audio annotation: a native speaker reading and spelling the word).
The results of this study showed that the text-picture condition was the most
effective type of vocabulary recognition. The main reason of the low effect of the sound
element can be explained by the rate of speech of the words. Participants indicated that
the rate of speech was often too high, so that they could not hear the words properly.
Therefore, the poorly audible words decreased the validity of the text-picture-sound
condition.
teaching and assess the students' motivation, satisfaction and learning achievement. A
strategy in 3-dimension virtual reality scenario. The students are randomly assigned into
and post-test results shown that 3D game-based learning system with software
engineering curriculum could achieve a better learning achievement and motivation than
using traditional instruction. The statistical test displayed that learning motivations of
students with game-based learning are better than those who use traditional face-to-
face teaching. After re-checked the questionnaire, this paper finds that game-based
learning challenging and attractiveness can lead to learners' curiosity and immersion in
learning activity. And the results show that 80% students are satisfaction, and 83%
students are confidence for the course learning after use the game-based learning
system. Lastly, the research results could provide to related educators as references.
This obtained results have shown different ideas about the contribution of
educational online games on the student’s learning. And all research studies have one
goal in mind and it is to develop and improve the learning process of the learner.
Synthesis
compared with the present study. Educational online games, provide the opportunity for
Students should use it in a good way, to get a positive effects in their lives, especially in
study.
The aforementioned literature and studies were found to be very useful as bases
for this study. Aside from the information value they provided, the researcher got deeper
insights for the present investigation. The literature and studies strengthened the
concepts and served as sources of important data needed in the conduct of the study
and in one way or the other influenced and enriched the thought and views of the
researcher concerning educational online games as a tool for a long term vocabulary
retention.
The studies reviewed tend to point out that all of the selected literatures are
related in many ways with the present investigation and outlook. Specifically, the ones
that closely related with the present work are the studies of Whitton, Garzotto(2007),
successful learning. It helps the student in many ways such as to develop strategies, to
analyze information, to evaluate situation, to change their attitudes and to create new
information.
Although the studies of Yeh and Wang(2003), Yip and Kwan(2006), Turgut and
Irgin (2009) states that using text picture is more effective in the recognition of
The research literature cited different point of views related to educational online
games as a tool for long term vocabulary retention as well as the conceptual literature
which give us deep understanding of the present study to be conducted. The recent
studies have bearing in our study because it is very useful to us. The data and