As the world is embracing the 21st century, a new tool that could facilitate English as Second Language (ESL) classroom is imperative. In this case, video games seem to offer a promising positive impact toward ESL classroom. Video games is interactive, which at the same time is suitable for 21st century learner who are craving for technologies. Thus, this study was conducted. Data collection was done in a primary school in South of Malaysia which two class being sampled. The two classrooms were separated into control group and experimental group. Before any statistical test being conducted, the data was tested for its normality. For this research, the researchers had performed Shapiro-Wilk test. Based on the test, the data was found as normally distributed. To study the effectiveness of video games in facilitating ESL classroom, a Paired Sample T-Test was conducted to measure the different between the pretest and posttest score. A significant different was visible from the test. Further statistical test shows that experimental group perform better that their counterpart in control group.
Barron, B. & Hammond, L.D. (2008). Teaching for Meaningful Learning: A Review of Research on Inquiry-Based and Cooperative Learning, The Geoge Lucas Educational Fundation.
De Aguilera, M. & Mendiz, Z. (2003). Video Games and Education: Education in the Face of a “Parallel School”. Computers in Entertainment. 1(1).
Gee, J. P. (2008). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan
Morelli, J. A. (2003). Ninth Graders’ Attitudes toward Different Approaches to Grammar Instruction. New York, Fordham University.
Nyikos, M. & Fan, M. (2007). A Review of Vocabulary Learning Strategies: Focus on Language Proficiency and Learner Voice. In AS Cohen & E Macaro (Eds.), Language Learner Strategies : Thirty Years Of Research And Practice, p. 251-274. Oxford: Oxford University Press