Digital Game-Based Learning Management to Enhance English Vocabulary Skill and Collaborative Skill in 21st Century for High School Students

Main Article Content

Rawisuda Sotthikun
Jarunee Dibyamandala
Charin Mangkhang

Abstract

Nowadays, in the 21st century, various modern technologies have become a crucial part of our daily life, including education. The efficient ways in teaching English are enhancing vocabulary skills, choosing proper learning management, and using appropriate materials. This paper aims to: 1) Present the concepts and theories derived from the synthesis of digital game-based learning (DGBL); and 2) Present digital games that promote English vocabulary skills and collaborative skills for the secondary students. The study found that DGBL is related to the concepts of intrinsic motivation and the self-determination theory (SDT), which results in students’ active learning. In addition, DGBL relates to the zone of proximal development (ZPD), encouraging learners to develop their collaborative skills. The study of four digital; games, Kahoot, Vonder Go, Booklet, and Quizizz, found that each game had a common feature to increase students’ attention with fascinating pictures, colors, and sounds. Nevertheless, these digital games still have a limit in playing time and the number of word characters and players. Thus, teachers should study and try using digital games beforehand to keep teaching management smooth and create a good atmosphere in learning.

Article Details

Section
บทความวิชาการ (Academic Articles)

References

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