The Use of Codenames Game to Help Students in Learning Vocabulary

Inggil Tiara Octaviana*  -  IAIN Pekalongan, Indonesia
Rayinda Eva Rahmah  -  IAIN Pekalongan, Indonesia
Dewi Puspitasari  -  IAIN Pekalongan, Indonesia

(*) Corresponding Author

English department students of IAIN Pekalongan have many shortcomings in memorizing vocabulary. This is evidenced by our observations when students are speaking in front of the class. Sometimes, students are confused about conveying information they want to deliver because they are constrained by a lack of memorization of vocabulary. The situation happens when students must use English in active discussions. So far, the students tend to memorize vocabulary. Besides that, vocabulary books are less effective and less interesting because it only relies on the use of language skills. One way to learn vocabulary in a simple way is through codenames game. This game provides many vocabularies that must be guessed by the players in a team. Then, another player should describe the word to be guessed. So, this research’s questions are how the codenames game is implemented due to learning English in a fun way. By reflecting the question, the purpose of this research is to provide information on the implementation of codenames game which helps English department students of IAIN Pekalongan enrich and build their vocabulary through a fun way using game cards. Based on our observation, the result showed that applying the codenames game could enrich the students’ vocabularies, be an alternative entertainer so that the students do not easily get bored, and strengthen the students’ memory. Thus, it can be concluded that playing codenames game promotes a helping way to enrich and build the students’ vocabulary.

Keywords: Codenames game; memorizing, vocabulary

  1. Annisa, Lutfiana Ilma and Rohani. 2015. Developing Quartet Card Games for TeachingVocabulary. Journal of English Language Teaching. Vol. 4. No. 1.
  2. Burns, A. 2010. Doing Action Research in English Language Teaching: A Guide for Practitioners, New York: Routledge.
  3. Celce-Murica, M. 1989. Discourse analysis and grammar instruction. Annual Review of Applied Linguistics, 11, 135-151. In D. Crookal (Ed), Simulation, Gaming, and Language Learning, 1991, New York.
  4. Celce-Murcia, M. 2001. Teaching English as a Second or Foreign Language. 4th ed. Boston: Thomas Learning
  5. Chan, Y. C., & Lin, L. C. (2000). Competitive and cooperative games in EFL elementary school classroom. Proceedings of ROCMELLA 2000, National Taipei University of Education, 123-147.
  6. Cohen, L., Manion, L., Morrison, K. 2007. Research Method in Education. 6th ed. New York: Routledge.
  7. Creswell, J. W. 2014. Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. 4th ed. California: SAGE Publications, Inc.
  8. Honarmand, R. et al. 2015. The Effect of Game Tic Tac Toe and Flash Cards on Zero Beginners’ Vocabulary Learning. International Journal of Educational Investigations. Vol. 2, No. 3: 27-41, 2015. Retrieved from www.ijeionline.com.
  9. https://www.boardgamemechanics.com/blog/codenames.
  10. Jiang, L. (2008). The use of games in teaching children English. Unpublished master‟s thesis, Shandong University, Shandong province, China.
  11. Kuo, Y. L. (2008). The effect of games in fifth graders’ English speaking ability in an
  12. elementary school in Taipei County. Unpublished master‟s thesis, National TaipeiUniversity of Education, Taipei, Taiwan
  13. Nikoopour, J and Azin Kazemi. 2014. Vocabulary Learning through Digitized & Non-Digitzed Flashcards Delivery. International Conference on Current Trends in ELT. Procedia – Social and Behavioral Sciences 98 (2014) 1366 – 1373.
  14. Nunan, D. 1992. Research Methods in Language Learning. Cambridge: Cambridge University Press.
  15. Pound, L. (2005). How children learn. London: Step Forward Publishing, Ltd.
  16. Rahmasari, B. S. The Use of Flashcards in Teaching Vocabulary at Fourth Grade Students of SDN Sukosari 02 Dagangan Madiun. Jurnal Edutama. Vol 3, No. 1.
  17. Richards, J. C. & Rodgers, T. S. 2001. Approaches and Methods in Language Teaching. 2nd ed. Cambridge: Cambridge University Press.
  18. Rixon, S. (1981). How to Use Games In Language Teaching. London: Macmillan Publishers Ltd.
  19. Robinson, K. (1960). English teaching in south-east Asia. London: Evan Brothers, Ltd
  20. Scout Thornbury. 2002.How to Teach Vocabulary, London: Longman.
  21. Sheridan, R., &Laura Markslag. 2017. Effective Strategies for Teaching Vocabulary: An Introduction to Engaging Cooperative Vocabulary Card Activities. PASAA. Vol. 53 January – June 2017.
  22. Slavin, R. E. (2006). Educational psychology (8th ed.). Boston MA: Allyn and Bacon.
  23. Souza, P. V. S.et al. 2018. Spieas: An Educational Game. Brazil: IOP Publishing.
  24. Tuan, L. T. 2012. Vocabulary Recollection through Games. Theory and Practice in Language Studies. Vol. 2, No. 2, pp. 257-264.
  25. Wang, Ying-Jian Wangetal. 2011. Investigating the Impact of Using Games in TeachingChildren English. International Journal of Learning & Development. Vol.1. No.1.
  26. Zheng, M. H. (2008). Game in the primary English teaching. Unpublished master‟s thesis, Nanjing Normal University, Nanjing province, China
  27. Zhu, Deguang. 2012. Using Games to Improve Students’ Communicative Abilitty. AcademyPublisher. Vol. 3. No. 4.

Open Access Copyright (c) 2019 Vision: Journal for Language and Foreign Language Learning
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

Vision: Journal of Language and Foreign Language Learning is indexed by

    

Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

View My Stats

Publisher
English Education Department,
Faculty of Education and Teacher Training,
Universitas Islam Negeri Walisongo Semarang
Jl. Prof Hamka Ngaliyan Semarang, Jawa Tengah, Indonesia

apps