Proceedings of the 2nd International Conference on Social Science, Humanities, Education and Society Development (ICONS 2021)

Game-Based Learning in Improving English Vocabulary and Detecting Metacognitive Awareness Among English for Specific Purposes Undergraduates

Authors
Wilson Tan1, *, Nadya Supian2, Kok Sung Cheah1
1Department of Languages and Linguistics, Faculty of Arts and Social Science, Universiti Tunku Abdul Rahman
2Department of Modern Languages, Faculty of Creative Industries, Universiti Tunku Abdul Rahman
*Corresponding author. Email: tan.wilson03@1utar.my
Corresponding Author
Wilson Tan
Available Online 5 January 2022.
DOI
10.2991/assehr.k.220101.021How to use a DOI?
Keywords
Game-Based Learning; English Vocabulary; English Language; English for Specific Purpose
Abstract

The happening of the Covid-19 pandemic has shifted learning from physical lessons to online lessons. In higher education institutions, while English for Specific Purposes is a subject offered to teach English language relevant to the undergraduate’s future profession, many undergraduates possess poor proficiency in terms of English vocabulary. Further, metacognitive awareness among undergraduates is seemingly worrying as they lack the competency to think critically. Addressing the problems, this research aims at determining if game-based learning specifically The Sims 4 has an effect on undergraduates’ acquisition of English vocabulary and metacognitive awareness. Recruiting 65 undergraduates from a private higher education institution in Sungai Long in the state of Selangor, Malaysia, a quantitative experimental research design comprising of The Sims 4, vocabulary test, and the Metacognitive Awareness Inventory is used. Findings show that the experimental group has shown significant improvement in English vocabulary and greater metacognitive awareness from the instruments administered. As English for Specific Purposes is an important subject to develop undergraduates’ communicative competency, various stakeholders with the results of this research are recommended to introduce game-based learning as a way to learn vocabulary and sharpen undergraduates’ metacognitive awareness to be competent graduates capable of serving the workforce in the future.

Copyright
© 2022 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article under the CC BY-NC license.

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Volume Title
Proceedings of the 2nd International Conference on Social Science, Humanities, Education and Society Development (ICONS 2021)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
5 January 2022
ISBN
10.2991/assehr.k.220101.021
ISSN
2352-5398
DOI
10.2991/assehr.k.220101.021How to use a DOI?
Copyright
© 2022 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article under the CC BY-NC license.

Cite this article

TY  - CONF
AU  - Wilson Tan
AU  - Nadya Supian
AU  - Kok Sung Cheah
PY  - 2022
DA  - 2022/01/05
TI  - Game-Based Learning in Improving English Vocabulary and Detecting Metacognitive Awareness Among English for Specific Purposes Undergraduates
BT  - Proceedings of the 2nd International Conference on Social Science, Humanities, Education and Society Development (ICONS 2021)
PB  - Atlantis Press
SP  - 135
EP  - 140
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.220101.021
DO  - 10.2991/assehr.k.220101.021
ID  - Tan2022
ER  -