Jimma University Open access Institutional Repository

The Effects of Vocabulary Games on Vocabulary Learning Motivation, Engagement, Retention, and Perception: First Year Natural Science Students at Jimma University, Ethiopia, in Focus

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dc.contributor.author Yonas Berkessa
dc.contributor.author Tekle Ferede
dc.contributor.author Tesfaye Gebeyehu
dc.date.accessioned 2025-10-24T12:18:19Z
dc.date.available 2025-10-24T12:18:19Z
dc.date.issued 2023-11-06
dc.identifier.uri https://repository.ju.edu.et//handle/123456789/9982
dc.description.abstract Ethiopian first-year university students need to be proficient enough in English language in general and in English vocabulary in particular to succeed in their English medium courses. Therefore, they need to have multiple exposures to learning English vocabulary. One of the ways of increasing their exposure is by teaching them vocabulary through games. Games are believed to enhance the students‘ linguistic competence which in turn can enable them to succeed in their university studies. This study intends to solve these problems. Therefore, this study aimed to investigate the effect of vocabulary games on vocabulary learning motivation, engagement, retention and perception of first-year EFL students with a focus on students of Natural Science at Jimma University in Ethiopia. The study was conducted during the first semester of 2021, in which 100 participants, 50 in the treatment group and 50 in the control group, were enrolled using non-probability sampling. Quasi-experimental design (qualitative-supplemented quantitative method) was used to collect data for the study. Quantitative data were collected through pre- and post-treatment questionnaires to measure the effect of games on vocabulary learning motivation, engagement, retention and perception. Quantitative data were also gathered through the vocabulary proficiency test to determine the comparability of the treatment and the control groups, and through the immediate and delayed post-tests to identify the difference between both groups in terms of their vocabulary learning retention. Qualitative data were collected through the treatment group‘s oral debriefing and reflective journals to identify the perception of the group on game-based vocabulary learning. Quantitative data were analyzed descriptively (using mean and standard deviation) and inferentially (using independent samples t-test and ANCOVA) while the qualitative data were analyzed using thematic analysis. They revealed that games have a positive effect on students‘ vocabulary learning motivation, engagement, retention and perception. As a result, it was concluded that game-based vocabulary learning is a feasible and practical teaching method that puts the communicative language teaching approach into action. Such a student-centered teaching method helps improve the students‘ communicative competence in the target language. It is thus recommended that vocabulary games be used in teaching vocabulary to freshman students. Further studies should also be conducted on the effects of game-based vocabulary instruction in different contexts. en_US
dc.language.iso en en_US
dc.title The Effects of Vocabulary Games on Vocabulary Learning Motivation, Engagement, Retention, and Perception: First Year Natural Science Students at Jimma University, Ethiopia, in Focus en_US
dc.type Dissertation en_US


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