Learning Chinese Vocabulary Skills by Using Games with Applications

Authors

  • Pimporn Wattanakamolkul Faculty of Liberal arts, Rajamangala University of Technology Rattanakosin Borpitpimuk Chakrawad1
  • Manorat Somkanae Faculty of Liberal arts, Rajamangala University of Technology Rattanakosin Borpitpimuk Chakrawad

Keywords:

Learning Skills, Vocabulary, Chinese, Game, Application, Rajamangala University of Technology Rattanakosin

Abstract

              The research was to study Chinese vocabulary learning skills by using games through an application of 1st-year students in a Chinese language program at the Faculty of Liberal Arts, Rajamangala University of Technology, Rattanakosin. The research was also to compare the learning results in memorizing Chinese vocabulary in pretests and posttests and to measure the satisfaction of students toward the Chinese vocabulary learning skills by using games in computer applications. The sample of this research was 44 first-year students in the Fundamental Chinese course, Faculty of Liberal Arts, Rajamangala University of Technology, Rattanakosin. The research instruments were 1) vocabulary pre- and posttests consisting of 40 items of Chinese Phonetics Alphabet (Pinyin), with definitions; 2) vocabulary learning by using a game lesson plan for 10 weeks. The statistics used in this research were t-test, mean (x̄) and standard deviation (S.D).

            The results showed that 1) the average score for learning Chinese vocabulary by using games in applications for 10 times increased each time. After using the games in application for teaching and learning management, the average score was 12.20 points (60.01%). 2) The comparison of learning by memorization before and after teaching, and learning management by using games through applications, showed that scores after learning were significantly high at the level of 0.01. 3) Satisfaction at learning Chinese vocabulary by using games in applications averaged overall 4.66 at the highest level. All items were at the highest level.

Downloads

Download data is not yet available.

References

Chakornjirakiat, N. (2015). The use of game quizzes to compare satisfaction in teaching basic computer programming subjects. During use of the program Kahoot with regular examinations of 2nd year vocational students in business computer at Wanich Business Administration Technological College (Research Report). Nonthaburi: Wanich Business Administration Technological College.

Mahachanawong, K. (2019). Using Tablet Application to Promote English Listening-speaking Abilities and Vocabulary Knowledge Among Ethnic PrathomSuksa2 Students. UMT Poly Journal. 16(1), 205-210.

Pechjaroen R. and Charoensin, W. (2017) Evaluation of Using Kahoot Program in Instruction via Telemedicine Distance Learning Network. Journal of Faculty of Education Pibul-songkram Rajabhat University. 5(2), 162-175.

Prayoonwong, C. (2019). Digital Learning: Learning English in the digital world of the 21st century. Journal of Graduate Studies Valaya Alongkron Rajabhat University. 13(1), 210-223.

Surathamjanya, R. (2016). The Result of Using Application for Teaching English Vocabulary on Tablet in English Subject for Prathomsuksa 2 Students in Ratchaburi Educational Service Area 2. Veridian E-Journal, Silpakorn University. 9(2), 1030-1045.

Vongsumedh, P. (2016). The develop-ment of game prototype as an educational supplementary tool to enhance student’s English skill: a case study of grade 1 to grade 3 students. Journal of Thai Interdisciplinary Research. 11(3), 16-23.

Published

2021-06-21

How to Cite

Wattanakamolkul พ., & Somkanae ม. . (2021). Learning Chinese Vocabulary Skills by Using Games with Applications. Research and Development Journal Suan Sunandha Rajabhat University, 13(1), 98–109. Retrieved from https://so05.tci-thaijo.org/index.php/irdssru/article/view/249535

Issue

Section

Research Articles