This study investigated the effect of a computerized program on tenth grade students' acquisition of English vocabulary. The study also examined if computer games stimulate and motivate EFL (English as a Foreign Lan...This study investigated the effect of a computerized program on tenth grade students' acquisition of English vocabulary. The study also examined if computer games stimulate and motivate EFL (English as a Foreign Language) learners to increase their vocabulary. Subject of the study were 150 students, drawn from Ali Khoulki Al-Sharari Secondary School for boys in Irbid the First Educational Directorate in the first semester of the academic year 2008/2009. A computerized program "Games" was used to measure students' acquisition of English vocabulary including four domains: conversation, synthesis, recall and preservation, and reading. Findings of the study revealed significant differences in means scores between experimental and control groups students, in favor of experimental group students, due to the instructional method used. Furthermore, students in the experimental group reported positive attitudes towards learning English vocabulary using computer games. Based on the findings of the study, the researcher suggested some recommendations and instructional implications.展开更多
文摘This study investigated the effect of a computerized program on tenth grade students' acquisition of English vocabulary. The study also examined if computer games stimulate and motivate EFL (English as a Foreign Language) learners to increase their vocabulary. Subject of the study were 150 students, drawn from Ali Khoulki Al-Sharari Secondary School for boys in Irbid the First Educational Directorate in the first semester of the academic year 2008/2009. A computerized program "Games" was used to measure students' acquisition of English vocabulary including four domains: conversation, synthesis, recall and preservation, and reading. Findings of the study revealed significant differences in means scores between experimental and control groups students, in favor of experimental group students, due to the instructional method used. Furthermore, students in the experimental group reported positive attitudes towards learning English vocabulary using computer games. Based on the findings of the study, the researcher suggested some recommendations and instructional implications.