the development of computer multimedia game-based instruction on english idioms for the 2nd...
DESCRIPTION
Sakesun Yampinij, Supamas Kongkachuay, Sopon MeejaleurnInternational Journal of Advanced Computer Science, Vol. 2, No. 7, Pp. 254-258, Jul., 2012.TRANSCRIPT
![Page 1: The Development of Computer Multimedia Game-Based Instruction on English Idioms for the 2nd Educational Range at Bannakhao School](https://reader036.vdocument.in/reader036/viewer/2022071920/55cf9a23550346d033a09bcc/html5/thumbnails/1.jpg)
International Journal of Advanced Computer Science, Vol. 2, No. 7, Pp. 254-258, Jul., 2012.
Manuscript Received:
1, Sep., 2011
Revised:
17,Oct., 2011
Accepted:
13,Jun., 2012
Published: 15,Aug.,2012
Keywords
Computer
Multimedia
Instruction,
Game-Based,
English
Idioms
Abstract This research was aimed 1) to
develop a computer multimedia game-based
instruction on English idioms for the 2nd
educational range, 2) to determine the quality
of the computer multimedia game-based
instruction on English idioms for the 2nd
educational range, 3) to find out the learning
achievement of the students who learned
from the computer multimedia game-based
instruction on English idioms for the 2nd
educational range, and 4) to find out the
students' satisfaction towards the computer
multimedia game-based instruction on
English idioms for the 2nd educational range.
The tools used for this study consisted of the
computer multimedia game-based instruction
on English idioms for the 2nd educational
range, quality assessment form, learning
achievement test, and questionnaire on
satisfaction. The sampling group consisted of
30 students at Bannakhao School in the
academic year of 2009. The research results
showed that: 1) The quality of the computer
multimedia game-based instruction on
English idioms for the 2nd educational range
was good for the contents with mean of 4.50
and the quality in terms of media technology
was 4.75 on average or at very good level. 2)
The learning achievement of the students who
learned from the computer multimedia
game-based instruction on English idioms for
the 2nd educational range from the analysis
between pretest score and posttest score
showed that the posttest score was higher
than the pretest score with the statistical
significance at the .05 level. 3) The students'
satisfaction towards the computer multimedia
game-based instruction on English idioms for
the 2nd educational range was 4.67 on average
or at very high level.
Sakesun Yampinij, Department of Educational Communications and
Technology, Faculty of Industrial Education and Technology, King
Mongkut’s University of Technology Thonburi, Bangkok, Thailand ([email protected])
Supamas Kongkachuay, Department of Educational Communications
and Technology, Faculty of Industrial Education and Technology, King Mongkut’s University of Technology Thonburi, Bangkok, Thailand
([email protected]) Sopon Meejaleurn, Department of Educational Communications and
Technology, Faculty of Industrial Education and Technology, King
Mongkut’s University of Technology Thonburi, Bangkok, Thailand ([email protected])
1. Background and Significance
Computer multimedia is one important media because
learners can learn and have interaction with the lessons as
well as know the results or gain response. Multimedia can
stimulate and enforce their learning, resulting in curiosity
and understanding to meet the learning objectives.
Moreover, multimedia can respond to individual differences
because learners can learn in accordance with their
preferred time, slowly or fast, based on their prior
knowledge and their ability. Therefore, learning through
computer multimedia can be useful for individuals [1-3].
Result from the O-NET examinations by Grade 6
students in the academic year 2007 shows that the average
score for English test in that year was 38.67 points. This
needed revision [4]. According to the problems related to
instructional management for English class in the academic
year 2008, it was found that the learning achievement for
English in the 2nd
educational range at Bannakhao School
was at low level.
Teaching English must take into consideration how to
make learners remember vocabulary well so that they can
use and know the meanings in a short time. Using clear
presentation can help a lot such as posture or action with
real objects or in real life to convey meaning. If learners can
learn and connect vocabulary to real world experience,
learners will remember better than lone word without
context. Teaching new words, therefore, must go along with
sample sentences so that learners can learn the meaning of
the words at the same time [5-7].
Game-based instruction can use its ability in terms of
media symbol system and media attribution to teach English
vocabulary and game-based instruction can be used to
improve skills and provide fun to children. It is a learning
process which allows children to build up experience for
themselves in order that they can improve their own
knowledge and skills [8]. According to the
above-mentioned problem and significance, the researchers
decided to develop the computer multimedia game-based
instruction to make learners curious and enjoy learning
English, especially English vocabulary and idioms with the
aim that they can use their knowledge in their daily life or in
preparation for their higher level of English class.
The Development of Computer Multimedia
Game-Based Instruction on English Idioms for the 2nd
Educational Range at Bannakhao School Sakesun Yampinij, Supamas Kongkachuay & Sopon Meejaleurn
![Page 2: The Development of Computer Multimedia Game-Based Instruction on English Idioms for the 2nd Educational Range at Bannakhao School](https://reader036.vdocument.in/reader036/viewer/2022071920/55cf9a23550346d033a09bcc/html5/thumbnails/2.jpg)
Yampinij et al.: The Development of Computer Multimedia Game-Based Instruction on English Idioms for the 2nd
Educational Range at Bannakhao School.
International Journal Publishers Group (IJPG) ©
255
2. Research Objectives
1. To develop a computer multimedia game-based
instruction on English idioms for the 2nd
educational range 2. To determine the quality of the computer multimedia
game-based instruction on English idioms for the 2nd
educational range
3. To find out the learning achievement of the students
who learned from the computer multimedia game-based
instruction on English idioms for the 2nd
educational range
4. To find out the students' satisfaction towards the
computer multimedia game-based instruction on English
idioms for the 2nd
educational range.
3. Research Scope
The scope of the research on the development of
computer multimedia game-based instruction on English
idioms for the 2nd
educational range at Bannakhao School,
Kiansa District, Surat Thani Province was as follows:
1. Population consisted of 60 2nd
educational range
students at Bannakhao School, Kiansa District, Surat Thani
Province.
2. Sampling group consisted of 30 2nd
educational range
students at Bannakhao School, Kiansa District, Surat Thani
Province. They were chosen through simple random
sampling method.
3. The contents of the developed computer multimedia
game-based instruction contained 45 words and 20 idioms
in accordance with the 2nd
educational range curriculum for
the learning group of foreign language.
4. Research Tools
Tools used in this research consisted of the following
items:
Computer multimedia game-based instruction on
English idioms for the 2nd
educational range
Quality assessment form for the computer
multimedia game-based instruction on English
idioms for the 2nd
educational range in terms of
media and technology
Learning achievement test for the computer
multimedia game-based instruction on English
idioms for the 2nd
educational range, in other
words, pretest and posttest with 20 questions
Questionnaire on satisfaction for students after
learning the computer multimedia game-based
instruction on English idioms for the 2nd
educational range
5. Research Methodology
The research methodology for this study was based on
one-group pretest-posttest design in which the same
sampling group did both pretest and posttest.
TABLE 1
ONE-GROUP PRETEST-POSTTEST DESIGN
Interpretation X represents Treatment or learning the computer
multimedia game-based instruction on English
idioms for the 2nd educational range and doing
tests during study.
T1 represents Pretest.
T2 represents Posttest.
6. Research Steps
The research steps were as follows:
A. Step 1: The Development of Computer Multimedia
Game-Based Instruction
The game-based instruction on English idioms were
developed in accordance with the principles of the computer
lesson development proposed by [9-10]. The researchers
developed the computer multimedia game-based instruction
through 7 following steps:
1) Preparation: The researchers designed and collected
resources about the computer multimedia game-based
instruction, the contents related to English idioms, the
curriculum for the learning group of foreign language, the
learning target and objectives.
2) Designing Instruction: In this steps there would be
elimination of ideas, task and concept analysis along with
the combination of learning theories, theories of individual
differences in order that the design of game and activities
for the computer would allow interaction with learners so
that learners can be interested in the lesson continuously.
The design would be evaluated and revised in accordance
with the experts in design.
3) Flowchart Lesson: Flowchart lesson would be made
in sequence. The structure of the game-based instruction
would present the information related to the program from
introduction to the lesson, learning objectives, pretest,
learning English vocabulary and idioms, play games on
idioms and posttest. The presentation of the lesson could be
in any order to meet the learning objectives of the learners.
4) Creating Storyboard: In this step the contents would
be presented on paper before they would be shown on
screen. The contents were evaluated by the experts in
contents to verify the content correctness. The instructional
scope was piloted with the sampling group to check whether
they could understand the language. The items with unclear
meanings would be revised to become more understandable
and clear. The learning achievement test would be
developed to cover the quality in terms of the behavioral
Pretest Treatment Posttest
T1 X T2
![Page 3: The Development of Computer Multimedia Game-Based Instruction on English Idioms for the 2nd Educational Range at Bannakhao School](https://reader036.vdocument.in/reader036/viewer/2022071920/55cf9a23550346d033a09bcc/html5/thumbnails/3.jpg)
International Journal of Advanced Computer Science, Vol. 2, No. 7, Pp. 254-258, Jul., 2012.
International Journal Publishers Group (IJPG) ©
256
objectives in each lesson through Index of Congruence
(IOC) analysis.
5) Programming Lesson: In this step, the original
manuscript would turn into the computer multimedia
through appropriate program to meet the demands of such
lesson. In the computer multimedia game-based instruction
on English idioms, there were contents in texts, graphics
and animation. Sounds to be used in this program need to be
developed to gain variety.
6) Producing Supporting Materials: Supporting
materials are important. There are 3 kinds of supporting
materials: 1) learners’ guide, 2) instructors’ guide, and 3)
troubleshooting manual.
7) Quality Assessment by Experts: All the lessons and
the supporting materials would be assessed by the experts,
especially for the presentation and the operation. There
were 3 experts in English contents and 3 experts in
computer multimedia. The errors would be fixed and the
suggestions would be used to improve the quality of the
lesson. The user’s manual or package instruction would be
developed to accompany the computer multimedia
game-based instruction.
B. Step 2: Determination of Learning Achievement
The researchers trained the sampling group how to use
the lesson and then let the sampling do pretest. Afterwards,
the sampling group learned the computer multimedia
game-based instruction on English along with tests after
each lesson. When the sampling group finished all lessons,
the sampling group took posttest, which was parallel to the
pretest. The pretest and posttest scores were analyzed to
determine the learning achievement by t-test dependent
[11-12]. The data were presented in a table along with
summary.
C. Step 3: Students’ Satisfaction:
The researchers developed the questionnaire on
satisfaction for the sampling group. The data from the
questionnaire filled by the sampling group would be
calculated to find out the average, frequency and standard
deviation.
7. Research Results
The research results from the computer multimedia
game-based instruction on English idioms for the 2nd
educational range at Bannakhao School were as follows:
A. Results from the computer multimedia
It was found that the structure of the lesson consisted of
introduction to the lesson, contents about 45 English words
and 20 idioms. Animation was used to present the contents.
There were also games for revision and tests.
Fig. 1 Animation shows how to use
Fig. 2 shows Menu to access the contents
Fig. 3 shows the game called “Fill in the Blank” to practice English idioms
Fig. 4 shows the game called “Fill in the Blank” to practice English idioms
![Page 4: The Development of Computer Multimedia Game-Based Instruction on English Idioms for the 2nd Educational Range at Bannakhao School](https://reader036.vdocument.in/reader036/viewer/2022071920/55cf9a23550346d033a09bcc/html5/thumbnails/4.jpg)
Yampinij et al.: The Development of Computer Multimedia Game-Based Instruction on English Idioms for the 2nd
Educational Range at Bannakhao School.
International Journal Publishers Group (IJPG) ©
257
Fig. 5 shows the test
Fig. 6 shows score from the test
B. Results from quality assessment by experts
The quality of the contents was 4.50 on average for all
aspects or at good level. The quality of the computer
multimedia game-based instruction in terms of media
technology was 4.75 on average or at very good level.
TABLE 2 THE RESULTS FROM QUALITY ASSESSMENT BY EXPERTS
C. Results from learning achievement
The computer multimedia game-based instruction on
English idioms for the 2nd
educational range shows the
learning achievement with the statistical significance at the
0.05 level.
TABLE 3
THE RESULTS FROM THE LEARNING ACHIEVEMENT OF THE SAMPLING
GROUP
D. Results from the students’ satisfaction towards the
computer multimedia game-based instruction on English
idioms for the 2nd
educational range
It was found that the average for all aspects was 4.67.
This means that the students’ satisfaction towards the
computer multimedia game-based instruction was at very
high level.
TABLE 4
THE STUDENTS’ SATISFACTION
8. Research Discussion
The learning achievement test of the students who
studied the computer multimedia game-based instruction on
English idioms for the 2nd
educational range at Bannakhao
School shows that the posttest learning achievement was
higher than the pretest learning achievement with the
statistical significance at the 0.05 level. This confirms the
hypothesis. The research results were in compliance with
the research by [11] and Siriporn Hattha in that the learning
achievement of students increased because game-based
instruction allowed students to participate in classroom and
revise their knowledge by themselves from instant feedback.
The learners could understand their progress and this could
increase their interest. The students will not get bored and
enjoy learning.
The students’ satisfaction towards the computer
multimedia game-based instruction on English idioms for
the 2nd
educational range at Bannakhao School shows that
the average for all aspects was 4.67. This means the
students’ satisfaction was at the highest level. When each
aspect was considered, it was found that the students
showed the highest satisfaction towards the game
presentation. This is similar to [13] which says computer
game provides fun and learning atmosphere to stimulate
learners to learn. Similar research work by [11] indicates
that the students’ satisfaction towards computer game was
at high level because still images and animation could
supplement the lesson to increase the satisfaction and the
curiosity in the lesson. This could stimulate their learning.
9. Suggestions
1. There should be research and development of the
computer multimedia game-based instruction on other
contents in order to develop innovation for instruction.
2. There should be research on other variables such as the
retention after learning the computer multimedia
game-based instruction on English idioms. 3. The computer multimedia game-based instruction on
English idioms should be developed so that it could be
Item to be assessed X S.D. Result
Contents 4.50 0.52 Good quality Media technology 4.75 0.26 Very good quality
Test N X SD ∑D D2 t-test
Pretest 30 8.30 1.74 214 1648 3.48**
Posttest 30 15.43 2.49
Item to be
assessed X S.D.
Level of
Satisfaction
Results from
the students’
satisfaction 4.67 0.45 Very High
![Page 5: The Development of Computer Multimedia Game-Based Instruction on English Idioms for the 2nd Educational Range at Bannakhao School](https://reader036.vdocument.in/reader036/viewer/2022071920/55cf9a23550346d033a09bcc/html5/thumbnails/5.jpg)
International Journal of Advanced Computer Science, Vol. 2, No. 7, Pp. 254-258, Jul., 2012.
International Journal Publishers Group (IJPG) ©
258
learned online through internet network and students could
learn anytime anywhere without limitation.
References
[1] T. Harnjai, Computer Multimedia Lesson [Online], (2009)
Available: http://thante.wordpress.com/ [9 December 2009].
[2] D. Kumpool, Study of Behaviors in Playing, Impact and
Ways to Develop Computer Games for Thai Youths, (2004) a
dissertation for Master’s degree in Industrial Education,
Program in Technology Education, Faculty of Industrial
Education and Technology, King Mongkut’s University of
Technology Thonburi, pp. 1-2.
[3] Kanyarak Potha et al., 2004, Instructional Activities to
Develop English Vocabulary for Grade 5 Students, (2004) a
dissertation for Master’s degree in Liberal Arts, Program in
English, Naresuan University, pp.1-5.
[4] Department of Curriculum and Instruction Development,
Department of Educational Research, “Research Reports on
the Instructional Management of English for Primary
Students in Accordance with the Curriculum of English in
B.E.2539”, (1999) Bangkok: Department of Curriculum and
Instruction Development, Department of Educational
Research, p.5.
[5] Kroobannok, News on Education, [Online], (2008) Available:
http://www.kroobannok.com/. [15 December 2009]
[6] M. Alessi & S. Trollip, Computer-Based Instruction, Methods
and Development, (1991) Englewood Cliffs, New Jersey:
Prentice Hall.
[7] B. Sisa-aat, Research Basics, (1992) 2nd Imprint,
Suweeriyasarn, pp. 50 – 98.
[8] L. Saiyot and A. Saiyot, Techniques in Educational Research,
(2000) 5th Imprint,Suweeriyasarn, Bangkok, pp. 74-211.
[9] T. Sawananont, “Computer-Assisted Instruction,” (1986)
Computer Review, pp. 56-57.
[10] P. Piyanamwanich, The Development of Computer
Multimedia Lesson through Game Entitled “Introduction to
Computer” for Primary Students, (2007) a dissertation for
Master’s degree in Industrial Education, Program in
Technology Education, Faculty of Industrial Education and
Technology, King Mongkut’s University of Technology
Thonburi, p.120.
[11] S. Hattha, Results from Using Computer-Assisted Instruction
with the Aid of Computer Game and Impacts on Learning
Achievement on English Preposition by Grade 6 Students
with Low Learning Achievement of English Language,
(1996) a dissertation for Master’s degree in Education,
Chulalongkorn University, p. D.
[12] T. Laohacharatsaeng, Computer-Assisted Instruction, (1998)
Duang Kamol Production, Bangkok, pp.107-116.