The effect of using an educational program based on the use of electronic games on the acquisition of English language vocabulary for fourth-grade students in the schools of Karak Governorate in

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Dr. Nofah Sameh Almawadeh

Abstract

This study aims to identify the effect of using an educational program based on the use of electronic games in acquiring English vocabulary for the performance of fourth-grade students in the schools of Karak Governorate in Jordan. The study sample consisted of (40) male and female students who were chosen randomly, distributed among the two groups, (20) male and female students for the control group, and (20) male and female students for the experimental group. The students in the experimental group were taught the educational content based on the student’s book using an educational program based on the use of electronic games prepared by the researcher, while the control group was taught the same educational content but in the traditional way. The study tools consisted of a questionnaire to assess the needs, and a pre- and post-test showing the acquisition of English vocabulary. The program lasted five weeks, at a rate of two classes per week, during the first semester of the academic year 2020/2022. The data resulting from the application of the scale were statistically treated using the method of analysis of variance, and the extraction of means, and standard deviations.  The results of the study indicated that there were significant differences between the performance averages of the two study groups on the post-English vocabulary acquisition scale according to the educational program, and that the difference was in favor of the experimental group members who were subjected to the educational program based on electronic games. The results also showed that there were no significant differences between the average performance of the study members on the post-English vocabulary acquisition scale, according to the gender variable. The study recommended the necessity of activating the teaching method using electronic games in the English language curricula for the fourth grade and the rest of the classrooms

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