Abstract

The purpose of this study is to investigate the vocabulary acquisition among English as a second language (ESL) Learners. The study is based on grounded theory research designs. Grounded theory allows the study to generate a far-reaching comprehensible theory founded on behaviourism, cognitivism, and constructivism on the central phenomenon (using online games in vocabulary learning); from the results and findings (Creswell, 2012). A systematic design is applied which highlights the use of data analysis procedures of open, axial, and selective coding, as well as the development of logic paradigm or visual picture(s) from the generated theory (Creswell, 2012). The interview protocol consists of three parts: personal information, advantages and disadvantages factors, as well as possible factors that support or inhibit vocabulary acquisition. Based on the findings, there are basically eight (8) descriptor codes, and thirty (30) in-vivo codes. All of these codes are emerged from the inductive coding method. The Emerging possible categories from the first sample: The possible categories that could be derived from the pattern of codes are: a. Personal preferences & knowledge on computer or online games, b. Habitual playtime on playing computer or online games, c. Online games & learning English vocabulary, and d. Factors that could hinder learning English vocabulary.

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