Professional Documents
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VOCABULARY LEARNING
AUTHOR WHAT IT SAY CITATION
Moghadam, Zainal, and Vocabulary learning is crucial in learning a language Moghadam, S. H., Zainal, Z.,
Ghaderpour (2012) whether second or foreign. & Ghaderpour, M. (2012). A
review on the important role
of vocabulary knowledge in
reading comprehension
performance. Procedia-Social
and Behavioral Sciences, 66,
555-563.
Teng (2022) Vocabulary learning is the core component that bridges Teng, F. (2022). Vocabulary
receptive vocabulary knowledge to the five macro skills learning through videos:
available in the 21st century captions, advance-organizer
strategy, and their
combination. Computer
Assisted Language
Learning, 35(3), 518-550.
Calub and Calub (2017) Longer exposure to the target language could increase Calub, C. L., & Calub, F. L.
learners’ vocabulary level and wider their receptive (2017). Breadth of
vocabulary repertoire Productive Vocabulary
Knowledge of Pre-Service
Teachers: Basis for the
Proposed Intervention
Strategies in Vocabulary
Enhancement. IAFOR
Journal of Language
Learning, 3(1), 34-51.
Daug (2013) A person who had a wide array of vocabularies could Daug, V. (2013). Be
maximize learners’ involvement in eliciting the five macro empowered through words.
skills that can help improve communication, The Modern Teacher, Vol.
comprehension, self-empowerment, and confidence. 62, p. 218
Kaban and Karadeniz Using gamified learning environments benefited EFL/ESL Liman Kaban, A., &
(2021) learners by enhancing their English skills in listening, Karadeniz, S. (2021).
speaking, reading, and writing compared to traditional Children’s reading
learning environments. Therefore, it is important for comprehension and motivation
schools and teachers to adapt to students' needs by on screen versus on
providing dynamic learning materials and effectively paper. SAGE Open, 11(1),
conveying knowledge (Kaban and Karadeniz, 2021) 2158244020988849.
Almusharraf (2021) Gamification proved to be a valuable approach in offering Almusharraf, N. (2021).
such dynamic materials. It can serve as a tool for studying Incorporation of a game-based
and teaching as it provides a review and assessment of approach into the EFL online
students' progress (Almusharraf, 2021). As a result, it can classrooms: students'
enhance students' English proficiency and foster a self- perceptions. Interactive
learning mindset. Learning Environments, 1-14.
Rodriguez (2018) In higher education, the traditional teaching approach Rodriguez, C. A. C. (2018).
involves a teacher-centered model where the teacher Gamificación en educación
imparts knowledge to passive students who absorb superior: experiencia
information without active participation. However, innovadora para motivar
modern educational trends emphasize the integration of estudiantes y dinamizar
methodologies that encourage student engagement and contenidos en el
active involvement in their own learning process. aula. EDUTEC. Revista
electrónica de tecnología
educativa, (63), 29-41.
Lozada & Betancur- Gamification is gaining popularity as a tool to motivate Lozada-Ávila, C., & Betancur-
Gomez (2017) students throughout their learning journey. A review of Gómez, S. (2017). La
previous research indicates that gamification serves to gamificación en la educación
capture students' attention and complements traditional superior: una revisión
teaching methods. This observation sparked an interest in sistemática. Revista
investigating how gamification has been utilized in Ingenierías Universidad de
university settings. Furthermore, it was determined that to Medellín, 16(31), 97-124.
comprehend its application in this context, a
comprehensive strategy encompassing various areas of
expertise related to collaborative language acquisition is
necessary.
Millis et al. (2017) Undoubtedly, games and specifically gamification have Millis, K., Forsyth, C.,
proven to be valuable teaching methods that invigorate Wallace, P., Graesser, A. C., &
and engage students throughout the learning process. Timmins, G. (2017). The
Moreover, gamification is recognized as a highly impact of game-like features
enjoyable and effective approach to language learning. on learning from an intelligent
There are several reasons that explain these outcomes, tutoring system. Technology,
such as incorporating entertaining elements that enhance knowledge and learning, 22, 1-
learners' interest and attention. Additionally, gamification 22.
helps alleviate anxiety and nervousness when using a
language different from their native tongue. Furthermore,
it has the power to inspire learners to adopt more effective
learning practices, indicating that learning English
through competitive activities is more fruitful than
studying in a non-gaming environment.
Gartner (2013) The emerging technologies and the ongoing rise of Gartner, G. S. (2013). Hype
gamification in educational contexts are redefining the Cycle for Emerging
connection, thus, decreasing the gap between people and Technologies maps out
machines. evolving relationship between
humans and machines. Press
Release, Stamford,
Connecticut (www. gartner.
com/newsroom/id/2575515).
Tomlinson (2017) From his work “The Complete Guide to Theory and Tomlinson, B. (2017b). The
Practice of Materials Development in Language Learning” Complete Guide to the Theory
added that what really concerns the teachers could be the and Practice of Materials
effect of the digital materials on learners as well as the Development for Language
quality of learning it could either provide, sustain, or Learning.
debunk depending on how it is used in the classroom. https://www.semanticscholar.o
Hence, the content and methodology of digital materials rg/paper/The-Complete-Guide-
must be carefully evaluated regardless of the mode of to-the-Theory-and-Practice-of-
delivery, medium, software updates, applications, TomlinsonMasuhara/
digitalized technologies, and some other concerns 53dc525b3528ce52e48ba4454
regarding whether gamified approaches could help 198715a4d0a1df3
provide quality in learning that traditional approaches
cannot achieve.
Tomlinson, and They reminded teachers and material developers that these Tomlinson, B., & Masuhara,
Masuhara (2018) technologies must only be seen as a tool and a supporting H. (2018). The complete guide
mechanism that supports language teaching and learning to the theory and practice of
and not the other way around. materials development for
language learning (7th ed.).
John Wiley & Sons, Inc.
Rachels and Rockinson- Using Duolingo resulted to no statistically significant Rachels, J. R., & Rockinson-
Szapkiw (2018) differences in vocabulary and grammar scores between Szapkiw, A. J. (2018). The
gamified treatment group and the control group effects of a mobile
(conventional classroom teaching of vocabulary). gamification app on
Moreover, utilizing Quizizz with the ESA (Engage, Study, elementary students’ Spanish
Activate) strategy was done to help students improve their achievement and self-
vocabulary knowledge. They discovered that the efficacy. Computer Assisted
experimental group performed better academically and Language Learning, 31(1-2),
enjoyed learning vocabulary than their counterpart who did 72-89.
not use Quizizz. However, due to technological constraints,
it only provides visual feedback and advanced questions at
a personal rate. Thus, it suggests that it does not
conclusively demonstrate the complement of using Quizizz
against conventional teaching techniques but rather
supports the findings of previous studies and literature that
stress the need of providing learners with training
opportunities, especially outside the classroom. Therefore,
these studies suggest that to reduce screen time and ensure
that students are completing their tasks, learning involving
games must be separated into several sessions.
Dicheva and Dichev There isn’t much thorough empirical research on Dicheva, D., & Dichev, C.
(2015) gamification in language learning environments as it has (2015, October).
only resulted in theoretical or exploratory investigations in Gamification in education:
various fields of interest. Additionally, conducting studies Where are we in 2015?. In E-
examining the contribution of gamified approaches to learn: World conference on
various languages and language skills is also important to E-learning in corporate,
improve the incorporation of digital game-based language government, healthcare, and
learning. Also, conducting a research study about its higher education (pp. 1445-
effectiveness and how it can help learners learn the 1454). Association for the
language both inside and outside the classroom. Advancement of Computing
in Education (AACE).
Vogt (2018) Pointed out that if digital materials are incorporated, Vogt, S. (2018). Middle
technical concerns such as lack of internet connectivity and school teachers' use and
software and hardware problems might develop which will perceptions of digital game-
have a detrimental impact on the process of teaching and based learning (Doctoral
learning in classrooms. dissertation, Walden
University).
Li et al (2013) Also recognized other drawbacks of incorporating digital Li, Q., Lemieux, C.,
games into classes including time constraints in building, Vandermeiden, E., &
producing, and contextualizing games, costs, and common Nathoo, S. (2013). Are you
misalignment with the curriculum. Moreso, he stated three ready to teach secondary
primary reasons why game-based learning faces barriers mathematics in the 21st
such as incompatibility and/or limited enabling conditions, century? A study of
lack of awareness of its significance to language and preservice teachers’ digital
vocabulary learning, and limited known game applications game design
that can be utilized to fit language lessons and curriculums. experience. Journal of
Research on Technology in
Education, 45(4), 309-337.
Tomlinson and Materials should be relevant, useful, rewarding, time Tomlinson, B., & Masuhara,
Masuhara (2018) saving, and must help young adult and adult learners to H. (2018). The complete
recognize and achieve self-discovery and fulfillment which guide to the theory and
could be helpful in their acquisition of the target language. practice of materials
They added that it must be contextualized to provide development for language
rapport which could then be a way to promote inclusivity learning (7th ed.). John
that are partly or fully engaging in both cognitive and Wiley & Sons, Inc.
affective domains.
Tomlinson (2013) Tomlinson (2013b) added that effective utilization of digital Tomlinson, B., & Masuhara,
materials in second language acquisition must be: H. (2013). Adult
Rich and meaningfully exposed to language in use, coursebooks. ELT
Affectively and cognitively engaging, journal, 67(2), 233-249.
Facilitated by making use of mental resources such as
visual imaging to be used in communication,
Eliciting notice response on how L2 is used,
Contextualized to provide purposeful communication,
Encouraging, and must be
Focused on meaning.
Tomlinson and Tomlinson and Masuhara (2018) pointed out the basic Tomlinson, B., & Masuhara,
Masuhara (2018) requirements that teachers must consider in developing H. (2018). The complete
and/or utilizing a digital material such as its durability, guide to the theory and
linkages, choices, interactivity, mobility, and practice of materials
multifunctionality that could cater various conditions, development for language
attitudes, and learning styles and preferences. learning (7th ed.). John
Wiley & Sons, Inc.
Stoller and Robinson Stoller and Robinson (2014) recommended a sequence of Stoller, F. L., & Robinson,
(2014) procedures in developing a material such as: M. S. (2014). An
interdisciplinary textbook
Brainstorming the principles of language learning. project; charting the paths
Understanding the intended audience to set local standards. taken. In N. Harwood (Ed.),
Developers may choose a flexible framework to be utilized English language teaching
for drafting and evaluation using these characteristics. textbooks: Content,
It could be beneficial for co-workers/colleagues to view the consumption, production (pp.
materials individually before tryouts to get thorough 262–298). Basingstoke:
feedback. Palgrave Macmillan.
These comments might be taken into consideration when
the content is revised or altered.
After more testing, the content may be used with students
while getting their feedback on how it was received for
future revision.
It is crucial to evaluate the process used to generate
materials and make any necessary modifications that could
make it better.
Use the procedure to create initial versions of the unit
before testing batches of revised drafts on learner’s
representative of the intended audience.
Rivera and Garden The use of gamification as a strategy for vocabulary Rivera, E. S., & Garden, C.
(2021) learning and retention demonstrates more effective results L. P. (2021). Gamification
as it fosters social interaction, autonomy, and motivation for student engagement: a
among language learners. They added that even if teachers framework. Journal of further
focus on the learning outcomes of the new vocabularies, the and higher education, 45(7),
introduction and incorporation of gamification has the 999-1012
potential to improve other aspects of the learning
environment such as range, reading, motivation, and
attitudes of students in various situations and disciplines.
Turkay and Kinzer Utilizing a gamified learning instrument is not an easy task. Turkay, S., & Kinzer, C. K.
(2015) It requires adaptivity that considers the input of knowledge, (2015). The effects of avatar-
goals, objectives of the learning competency and the needs based customization on
of the learners seen and observed in language classrooms. player identification.
In Gamification: Concepts,
methodologies, tools, and
applications (pp. 247-272).
IGI Global.
Vaibhav and Gupta It should not only be concerned on relevance and the Vaibhav, A., & Gupta, P.
(2014) appropriacy of its contents but also to its overall aesthetic (2014, December).
presentation which could signal a more effective retention Gamification of MOOCs for
of learners with over 79% learning rate based on the group increasing user engagement.
who testified an improvement to their language learning. It In 2014 IEEE international
also highlights the need for careful instructional design and conference on MOOC,
appropriate scaffolding to ensure effective implementation innovation and technology in
of gamification in language learning contexts. education (MITE) (pp. 290-
295). IEEE.
Largo (2018) There is a need for teachers and the educational system to Largo, M. (2018).
accommodate and adapt to the growing changes in Development and validation
technologies, thus, finding new ways to increase of science instructional
interconnectedness and engagement among learners. materials using games in
grade 8, force, motion and
energy. Unpublished
Master's Thesis.
Mashable (2017) Gamification is a necessary step to provide the foreground Mashable. (2017, May 19).
for the changing world needs, thus, giving off new How gamification can
opportunities for the learners to be exposed to new ways of enhance learning.
language learning. http://mashable.com/category
/gamification/
York and William "Gaming was considered an authentic use of English, and York, J., & DeHaan, J. W.
deHaan J. (2018) students generally felt responsible for their own learning". (2018). A constructivist
It follows that effectively created DGs can be viewed as a approach to game-based
tool for encouraging students' vocabulary enhancement. In language learning: Student
other words, the desire to win the game motivates learners perceptions in a beginner-
to increase their vocabulary. Competition was seen by the level EFL
students as a key component of DGs that boosted their context. International Journal
drive to study. of Game-Based Learning
(IJGBL), 8(1), 19-40.
Khany and Khosravian The use of gamified approach to vocabulary learning could Khany, R., & Khosravian, F.
(2014) be utilized as a necessary vocabulary-reference and (2014). Iranian EFL
instrumental tool for the conduct of the current study as it Learners' Vocabulary
seems to be detrimental for vocabulary learning Development through
interventions to occur as insufficient vocabulary and word- Wikipedia. English
learning strategies could dampen language acquisition, Language Teaching, 7(7),
enhancement, and comprehension which could lead to 57-67.
failure and a cycle of frustration among learners.
EVALUATION OF LINGOLYMPICS
AUTHOR WHAT IT SAY CITATION
Tomlinson and Certain criteria must be taken into consideration to ensure Tomlinson, B., & Masuhara,
Masuhara (2013) the quality of the created material which are as follows: H. (2013). Adult
The material must expose learners to rich, understandable, coursebooks. ELT
and meaningful context in language use. journal, 67(2), 233-249.
It must also engage the learners affectively and cognitively
not only to appease their psychological needs but also to
improve or develop communicative competence in
language classrooms.
It must also foster positive vibes and opportunities for
purposeful communication, that are encouraging and are
meaningfully aligned to what the learners are trying to
achieve.
Additionally, they added that when creating materials,
further considerations must take place regarding the amount
to which the resources can support teacher development as
well as learners’ and teachers’ opinions of its possible good
long-term efficacy in vocabulary language learning.
Tomlinson and It is crucial that materials be evaluated since pre, and post Tomlinson, B., & Masuhara,
Masuhara (2018) use analyses can precisely predict and measure the H. (2018). The complete
indications of potential effects on vocabulary learning. guide to the theory and
practice of materials
development for language
learning (7th ed.). John
Wiley & Sons, Inc.
Tomlinson (2016) Tomlinson (2016) also added that in developing and Tomlinson, B. (Ed.). (2016a).
utilizing digital materials for learning, these materials must SLA research and materials
be: development for language
learning. New York:
1. Accessed for free Routledge
2. Appropriate for learners with regards to age,
language proficiency, and appeal
3. Easy to navigate
4. Approved by the authority practiced by the teachers
in the field of English language teaching
5. Offer a quality education through experience
Offer appropriate approaches in line with the learners’
current thinking.
Ghosn (2013b) In evaluating materials, there are things that must be Ghosn, I.-K. (2013b).
considered such as: Language learning for young
learners. In B. Tomlinson
1. Tolerance of developmental errors (Ed.), Applied linguistics and
2. Repeated exposure to target language using words materials development (pp.
in context 61–74). London:
3. Exposure to stimulating and enriching environment Bloomsbury.
that is emotionally and personally relevant
Promotes affective and cognitive engagement
Tomlinson and They laid out the following objectives in using visuals: Tomlinson, B., & Masuhara,
Masuhara (2018) H. (2018). The complete
1. It provides context guide to the theory and
2. It shows procedures how to play the game practice of materials
3. It induces affective and cognitive responses development for language
4. Provokes thoughts and reactions learning (7th ed.). John
5. Achieved visual consistency Wiley & Sons, Inc.
Provides aesthetic experiences.
Hill (2013) He laid out a set of pre-use criteria in terms of visuals Hill, D., A. (2013). The visual
which are as follows: elements in EFL
coursebooks. In B. Tomlinson
1. To what extent are the materials attractive? (Ed.), Developing materials
2. To what extent are the materials likely to achieve for language teaching (2nd
impact in attracting learners’ attention? ed.) (pp. 157–166). London:
3. To what extent are the materials likely to be useful Bloomsbury.
for language acquisition?
4. To what extent are the materials likely to help the
learners to make connections to the world they
know?
To what extent are the materials likely to help the learners
understand new experiences they are being introduced to?
Tomlinson (2013) He pointed out the following criteria for the development, Tomlinson, B., & Masuhara,
utilization, and evaluation of learning materials which H. (2013). Adult
include: coursebooks. ELT
journal, 67(2), 233-249.
1. Type and resources of the institution
2. Class size
3. Background, needs, and wants of the learners
4. Background, needs, and wants of the teachers
5. The language policies, syllabus, and objectives of
the course (World Literature)
6. Target examinations
7. Amount of external exposures to the target
language
Tomlinson (2013), Rasti Typical features of the classroom environment must be Tomlinson, B., & Masuhara,
and Tomlinson (2016) taken into consideration in developing and/or utilizing H. (2013). Adult
materials as it plays a crucial role that provides value to the coursebooks. ELT
material which could be potentially used by language journal, 67(2), 233-249.
teachers and/or developers in varying contexts and
circumstances. Such features include: Rasti, R., & Tomlinson, B.
(2016). How humanistic are
The type of institution and its resources the materials? Unpublished
Class size manuscript.
Background (needs and wants) of the learners and teachers
Language policies present in the institution
Syllabus and objectives of the course (world literature, in
our case)
Intensity and extent of teaching time
Target examination
Amount of external exposure to the target language (VLT)
1. Appealing
2. Aesthetic
3. Impactful
4. Functionally clear
5. Easy to use
6. Cost-effective
Appearance:
Functionality: