Professional Documents
Culture Documents
CRITICAL REVIEW
Wan Nur Amirah Binti Md Salzihan (MPP201064)
Pavitradevi A/P Ganesan (MPP201065)
Hemavathi A/P Shanmugam (MPP201069)
Overview
Wan Nur Amirah Binti Md Salzihan
The Impact of Computer Assisted vs Game-based Collaborative
Language Learning (CALL) On Vocabulary Learning in Blended
Improving Intermediate EFL and Distance L2 Learning
Learners’ Vocabulary Learning
By Akbar Bahari (2021)
By Fatemeh Enayati & Abbas Pourhosein
Gilakjani (2020)
Context of Research
Impact of CALL on Vocabulary Learning
Focus on Form (FonF) Model
Tell Me More (TMM) Software
vs Using Game-Based Collaborative Vocabulary
● 850 hours learning content Learning (GBCVL)
● 4500 exercises
● 37 types of activities in 6 categories ● Vocabulary games, quizzes and video
○ Lesson, Cultural, Vocabulary, games both individually and
Grammar, Oral & Written collaboratively
Workshops
Literature Review
1. The Effects of Using the Multimedia Computer Program on 1. Foundations of Game-based Learning. (Plass, Homer & Kinzer, 2015)
Vocabulary Acquisition and Retention. (Getkham, 2005)
● Benefits of Using Game-based Collaborative Vocabulary
Learning (GBCVL)
● Multimedia computer software & printed texts
○ Gives significant impact on learners’ motivation by
○ Help improve students’ vocabulary.
creating motivating learning environment.
● Multimedia computer software ○ Develops learners’ socio-cultural interaction and
○ Helps students to remember the words for a longer engagement.
term.
2. FonF Practice Model from Theory to Practice: CALL via Focus on Form
2. The Utilization of ICT in the Teaching and Learning of English: Approach and Nonlinear Dynamic Motivation to Develop Listening and
‘Tell Me More.’ (Yunus et. al., 2010) Speaking Proficiency (Bahari, 2019)
● Control group
○ Received no intervention
vs ● Experimental group
○ Received 60x45 minute intervention
sessions with the FonF model that uses
● Experimental group vocabulary-focused game
○ Received TMM Software intervention ○ Their motivation is evaluated based on 2
levels of self-assessment reports
Methodology
Impact of TMM to ESL learners: Impact of GBCVL under the FonF practice
model to ESL learners:
● Helps learners develop and use words in
different contexts. ● Ensures sustainable learning for L2
● Incorporates fun element in vocabulary vs ●
learners.
learning. Caters for a variety of motivational
factors.
Implication to ESL teachers:
“CALL intervention particularly the use of multimedia “Vocabulary instruction through digital games can
education software promotes positive impact on learners’ significantly improve EFL learners’ vocabulary learning
vocabulary learning.” and retention.”
(Lauc, Matić, & Mikelić, 2007) (Jafari & Chalak, 2016; Girgin, 2011; Horst, Cobb, and
Nicolae, 2005; Kabilan et al., 2010)
“The presence of computer technologies cannot facilitate
language learning in general and vocabulary learning in “The adoption of digital games in vocabulary learning proved
particular. Enough training periods should be provided for to be ineffective as it is considered as a distractive factor.”
teachers to know how, when, and where to use these
technologies in teaching language skills.” (Aryadoust & Lashkary, 2009: Ostovar- Namaghi & Malekpur,
2015)
(Enayati & Gilakjani, 2020)
Strength
&
Weakness
● effectiveness of the game based learning for developing vocabulary size and depth under the FonF practice
model, it is necessary to approach collaboration and L2 motivation in future game-oriented research again to
ensure reliability.
● teachers should recruit the wide range of affordances and tools available in the CALL context to cater for the
nonlinear and dynamic motivational factors in every member of the learner group.
The Impact of Computer Assisted
Language Learning (CALL) On
Improving Intermediate EFL
Learners’ Vocabulary Learning
Tell Me More (TEM)
Strength
● facilitates conveying thoughts on the part of the learner
● to bridge the gap between active and passive vocabulary knowledge
● improving learning performance and motivation
● makes it possible for learners to respond to the questions with answers not available in
the provided learning materials
● creating a motivating learning environment with higher learning outcomes
● improving learners’ self-regulation
Weakness
- 1) How satisfied is the research and how it was tested? - 1) How satisfied is the research and how it was
tested?
Satisfied with few drawbacks.
Satisfied with few drawbacks.
TMM (Tell me more) on targeted group (Iranian learners).
FonF (Focus on Form) Practical Model using GBCVL
vs (Games Based Collaborative Vocabulary Learning on
targeted group (Iranian learners).
EVALUATION
RESEARCH 1 RESEARCH 2
- 2) Did the research produce intended outcomes? - 2) Did the research produce intended outcomes?
Yes. Yes.
- 3) What were the unintended outcomes? - 3) What were the unintended outcomes?
Learners lost interest in long run. Moving away from the group-oriented process
It only managed to captured interest of certain learners. Teachers - recruit the wide range of affordances and
- 4) Has the research increased the knowledge of - 4) Has the research increased the knowledge of
participants? How? participants?
Yes. Yes.
performances of experimental against control groups. Participants were aware of the positive impact of the
effectiveness.
.
Female were more interested than male.
EVALUATION
RESEARCH 1 RESEARCH 2
vs
They studied English for 3 to 4 years prior to the
research.
EVALUATION
RESEARCH 1 RESEARCH 2
Experimental learners improved their vocabulary - 6) Do participants have L2 skills after the research?
significantly through CALL instruction. Experimental learners improved their vocabulary
had better performance in the post-test significantly through CALL instruction.
had positive attitude on the effectiveness
vs Female showed more interest compared to male
EVALUATION
RESEARCH 1 RESEARCH 2
- 7) Is the knowledge of participants better compared to - 7) Is the knowledge of participants better compared
those who did not participate? to those who did not participate?
Yes. Yes.
vs
Higher mean values in the post-test for experimental Higher mean values in the post-test for experimental
group compared control group group compared control group
The findings revealed that TMM software had a significant Male participants showed lower interest
effect on Iranian EFL learners’ vocabulary learning.
CONCLUSION
RESEARCH 1 RESEARCH 2
- Experimental learners improved their vocabulary - Significant relationship between playing vocabulary
significantly through CALL instruction. games and developing vocabulary size and
depth.
- CALL Learners had better performance in the post-test.
- CALL approach using GBCVL benefits towards
vocabulary learning goals
- CALL produced better results in vocabulary learning than
traditional method
vs
- catering for nonlinear and dynamic motivational factors