The Use of 'VocScape' in Vocabulary Acquisition Among Year 2 Pupils in Sarawak

Keywords: educational game, English language learning, vocabulary, 21st century learning, primary school


Learning English through games is one of the most preferred strategies in the 21st Century classroom. However, limited digital portability, connectivity, and flexibility throughout Sarawak posed a milestone for teachers to utilize educational games in their classrooms. This research focuses on how the educational game VocScape can be used to facilitate vocabulary acquisition and retention among pupils in Sarawak primary ESL classroom. The action research is therefore conducted in 4 different schools with 100 participants of Year 2 pupils. To seek the capacity VocScape holds in vocabulary acquisition and retention among Year 2 pupils, pre and post-tests are used in this study. Observation checklist and questionnaire are used to determine participants’ perceptions of the educational game. Most students show significant interest and motivation in using the application while others become demotivated due to unfamiliarity and time-constraints of the challenges in the game. Hence, the findings suggest that VocScape is effective to be used in Sarawak primary ESL classroom. It can function as both learning and assessment tools. Therefore, the new application paves an exciting possibility for Sarawak educational settings.

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How to Cite
Jerry, M. and YUNUS, M. (2021) “The Use of ’VocScape’ in Vocabulary Acquisition Among Year 2 Pupils in Sarawak”, Malaysian Journal of Social Sciences and Humanities (MJSSH), 6(4), pp. 308 - 319. doi: