EVALUATING THE IMPACT OF EDUCATIONAL GAMES ON ENGLISH VOCABULARY ACQUISITION IN CHILDREN
Abstract
The integration of educational games into language learning has gained significant attention in recent years, with proponents arguing that games can enhance engagement and facilitate vocabulary acquisition. This audit aims to systematically evaluate the effectiveness of educational games in teaching English vocabulary to children, considering various aspects such as engagement, retention, and application of learned vocabulary.
The primary objective of this audit is to assess how educational games impact English vocabulary learning among children. This includes examining whether these games improve vocabulary acquisition compared to traditional methods and identifying the key elements that contribute to their effectiveness.
The audit employs a mixed-methods approach, combining quantitative data from experimental studies with qualitative insights from teacher and student feedback. The analysis includes a review of existing literature, evaluation of game-based learning programs, and assessment of their outcomes in classroom settings. Metrics such as vocabulary test scores, student engagement levels, and retention rates are analyzed to determine the effectiveness of the games.
Preliminary findings suggest that educational games can positively influence vocabulary acquisition in several ways. Games often increase student motivation and engagement, which can lead to higher levels of participation and practice. Additionally, interactive and immersive elements of games provide contextual learning opportunities, helping children understand and remember new words more effectively. However, the impact varies depending on factors such as game design, the age of the children, and the integration of games into the overall curriculum.
Despite the potential benefits, there are challenges associated with using educational games. These include ensuring that the games are pedagogically sound, aligning them with educational objectives, and addressing varying levels of student access to technology. Additionally, there is a need for further research to determine the long-term effectiveness of games and their impact on different types of vocabulary acquisition.
Keywords
Educational Games, English Vocabulary, Language LearningHow to Cite
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