Teaching English vocabulary and online games to eighth grade students

Palabras clave: Educational games, group instruction, language instruction, (UNESCO Thesaurus).


The objective is based on exploring the impact of the use of online educational games in comparison with traditional classroom methods to teach English vocabulary to eighth grade students at Mercedes Vázquez Correa School. Quantitative approach with a participation of 13 students. By means of a vocabulary retention test, results were obtained showing that students remember a greater amount of vocabulary by means of traditional methods; however, students remember a greater amount of words accurately with the use of online games. In addition, the survey data reveal that students are comfortable with online games and that they prefer to learn vocabulary through online games rather than through drawings or flashcards in class.


La descarga de datos todavía no está disponible.


Aghlara, L., & Tamjid, N. H. (2011). The effect of digital games on Iranian children’s vocabulary retention in foreign language acquisition. Procedia Social and Behavioral Sciences, 29, 552–560. doi: https://doi.org/10.1016/J.SBSPRO.2011.11.275

Alamr, A. S. (2019). Digital Games and English as Foreign Language (EFL) Learning in Tertiary in Saudi Arabia. University of Wollongong.

Alqahtani, M. (2015). The importance of vocabulary in language learning and how to be taught. International Journal of Teaching and Education, 3(3), 21–34. https://doi.org/10.52950/TE.2015.3.3.002

Andi, K., & Arafah, B. (2017). Using Needs Analysis To Develop English Teaching Materials in Initial Speaking Skills for Indonesian College Students of English. The Turkish Online Journal of Design, Art and Communication TOJDAC, 419–437. doi: 10.7456/1070ASE/045

Andreani, W., & Ying, Y. (2019). “PowPow” interactive game in supporting English vocabulary learning for elementary students. Procedia Computer Science, 157, 473–478. https://doi.org/10.1016/J.PROCS.2019.09.005

Apuke, O. D. (2017). Quantitative Research Methods : A Synopsis Approach. Kuwait Chapter of Arabian Journal of Business and Management Review, 33(5471), 1–8. https://doi.org/10.12816/0040336

Azman, H., & Farhana Dollsaid, N. (2018). Applying Massively Multiplayer Online Games (MMOGs) in EFL Teaching. SSRN Electronic Journal, 9(4). https://doi.org/10.2139/SSRN.3308243

Caballero-de-la-Torre, V., & Robles Rodríguez, F. J. (2005). Conexionismo: una útil herramienta para otras ciencias y un problemático modelo para la psicología [Connexionism: a useful tool for other sciences and a problematic model for psychology]. Revista de Filosofía, 3(77–91).

Cummings, A. G., Piper, R. E., & Pittman, R. T. (2018). The Importance of Teaching Vocabulary: The Whys and Hows. Journal for Literacy Educators, 4(6), 343–354. doi: https://doi.org/10.2/JQUERY.MIN.JS

Dehaan, J. (2010). The effect of interactivity with a music video game on Second Language Vocabulary Recall. Language Learning & Technology, 14(2), 74–94.

Feng, G., Ou, J., Gan, Z., Jia, X., Meng, D., Wang, S., & Wong, P. (2021). Neural fingerprints underlying individual language learning profiles. JNeurosci The Journal of Neuroscience, 41(35), 7372–7387.

Gozcu, E., & Caganaga, C. (2016). The importance of using games in EFL classrooms. Cypriot Journal of Educational Sciences, 11(3), 126–135. doi: https://doi.org/10.18844/cjes.v11i3.625

Hong, J. S., Han, D. H., Kim, Y. I., Bae, S. J., Kim, S. M., & Renshaw, P. (2017). English language education on-line game and brain connectivity. ReCALL, 29(1), 3–21. doi: https://doi.org/10.1017/S0958344016000173

Jannah, I. M., Kuswari, N., Muna, I., & Nabilla, K. (2020). Exploring the Effects of Using Game on Students’ Vocabulary Mastery: A Case Study in Instructional Material and Media Development Class. International Conference on English Language Teaching, 184–190. https://doi.org/10.2991/ASSEHR.K.200427.037

Klimova, B., & Kacet, J. (2017). Efficacy of Computer Games on Language Learning. Turkish Online Journal of Educational Technology - TOJET, 16(4), 19–26.

Lightbown, P., & Spada, N. (2013). How Languages are Learned (Fourth edi). Oxford.

Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon, 9(5), 1–6. https://bit.ly/3JJj67F

Seli, S. (2015). Teaching English through Online Games for Junior High School Students. PREMISE JOURNAL, 4(1), 2080-3345. doi: https://doi.org/10.24127/PJ.V4I1.281

Septian, T. D. (2019). Students’ perceptions on online game practices and their vocabulary attainment in English related to online game. Universitas Negeri Semarang.

Sevilla, S. (2021). Teaching and learning in the 21st Century towards a Convergence between Technology and Pedagogy. Adaya Press. Retrieved from www.adayapress.com/author-guidelines/

Shabaneh, Y., & Farrah, M. (2019). The effect of games on vocabulary retention. Indonesian Journal of Learning and Instruction, 2(01), 79–90. doi: https://doi.org/10.25134/IJLI.V2I01.1687

Shadiev, R., Wu, T. T., & Huang, Y. M. (2020). Using image-to-text recognition technology to facilitate vocabulary acquisition in authentic contexts. ReCALL, 32(2), 195–212. doi: https://doi.org/10.1017/S0958344020000038

Vasileiadou, I., & Makrina, Z. (2017). Using Online Computer Games in the ELT Classroom: A Case Study. English Language Teaching, 10(12), 134–150. doi: https://doi.org/10.5539/elt.v10n12p134

Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers & Education, 149. doi: https://doi.org/10.1016/J.COMPEDU.2020.103818

Wiggins, B. E. (2016). An overview and study on the use of games, simulations, and gamification in higher education. International Journal of Game-Based Learning, 6(1), 18–29. doi: https://doi.org/10.4018/IJGBL.2016010102

Zhang, Y., Song, H., Liu, X., Tang, D., Chen, Y. E., & Zhang, X. (2017). Language learning enhanced by massive multiple online Role-Playing games (MMORPGs) and the underlying behavioral and neural mechanisms. Frontiers in Human Neuroscience, 11, 95. doi: https://doi.org/10.3389/FNHUM.2017.00095/BIBTEX
Cómo citar
Pintado-Peñaloza, K., & Fajardo-Dack, T. (2022). Teaching English vocabulary and online games to eighth grade students. CIENCIAMATRIA, 8(1), 542-561. https://doi.org/10.35381/cm.v8i1.689
De Investigación

Artículos más leídos del mismo autor/a