International Journal of Academic Research in Business and Social Sciences

search-icon

Go Fish English Game: Enhancing Special Needs Pupils with Hearing Disabilities Vocabulary

Open access

Maisarah Mat Yasin, Nurulhafizah Abdul Manaf, Irdina Shamimi Mohamad Shamshul, Harwati Hashim, Melor Md Yunus, Karmila Rafiqah M. Rafiq

Pages 3806-3814 Received: 26 Oct, 2023 Revised: 28 Nov, 2023 Published Online: 31 Dec, 2023

http://dx.doi.org/10.46886/IJARBSS/v13-i12/7966
In 2013, The Ministry of Education (MOE) implemented the Common European Framework of Reference (CEFR) for English language learning in Malaysian primary and secondary schools. This framework involves special needs pupils with hearing disabilities - Murid Berkeperluan Pendidikan Khas (MBPK) Pendengaran as it has been standardized to be implemented to all pupils without discrimination. Innovation in language material is important for hearing-impaired pupils because they require more help in being a proficient language user compared to normal pupils. Therefore, this study seeks to help hearing-impaired pupils through an innovative card game known as ‘Go Fish English game’ by incorporating four language skills which are seeing, signing, reading and writing. The data for this research was collected through observation and interview sessions after the game was completed. The analysis for the data is meant to show the effectiveness of the vocabulary lesson as well as the comprehension level of the hearing-impaired pupils prior to the activity. The findings revealed that three out of four pupils were able to display the mastery of four language skills correctly based on the topic of the vocabulary lesson. Only one of the pupils did not manage to read the sentences correctly after the activity. Thus, this research has added value to enhance and strengthen vocabulary lessons with a gamification approach, namely Go Fish English Game towards special needs pupils with hearing disabilities. Further research can be conducted to explore and discover the possibilities of other types of gamifications in teaching and learning of different language skills focusing on special needs pupils with other disabilities according to specific age, gender, and proficient level of English language.

Ay, S., & Sen Bartan, O. (2022). English language teaching model proposal for Deaf and Hard of Hearing students . RumeliDE Dil ve Edebiyat Ara?t?rmalar? Dergisi , (26) , 1082-1097 . DOI: 10.29000/rumelide.1076386
Birinci, F. G., & Saricoban, A. (2021). The effectiveness of visual materials in teaching vocabulary to deaf students of EFL. Journal of Language and Linguistic Studies 17(1), 628-645.
Choi, E., Choi, Y., & Park, N. (2022). Development of Blockchain Learning Game-Themed Education Program Targeting Elementary Students Based on ASSURE Model. Sustainability. 2022, 14, 3771. https://doi.org/10.3390/su14073771
Gonzalez-Reyes, N., Ibaanez-Acevedo, P., Inostroza, A. M. J., & Strickland, B. (2021). Exploratory Action Research: Teaching EFL Vocabulary to Deaf Students Through the Use of Visual Aids. Colomb. Appl. Linguistic 23(1): 94-116.
Hashim, H. U., Yunus, M. M., & Norman, H. (2022). ‘AReal-Vocab’: An Augmented Reality English Vocabulary Mobile Application to Cater to Mild Autism Children in Response towards Sustainable Education for Children with Disabilities. Sustainability, 14(8), 4831.
Jassim, L. L., & Dzakiria, H. (2019). A literature review on the impact of games on learning English vocabulary to children. International Journal of Language and Literary Studies, 1(1).
K?yançiçek, E., & Uzun, L. (2022). Gamification in English Language Classrooms: The Case of Kahoot!. Bilim, E?itim, Sanat ve Teknoloji Dergisi (BEST Dergi), 6(1), 1-13.
Krishnan, S. D., Norman, H., & Yunus, M. (2021). Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft. Sustainability. 2021, 13, 10817. https://doi.org/10.3390/su131910817
Mashuri, A., & Yasin, M. H. M. (2020). The Language Game Method in Increasing Vocabulary and Reading Skills of Students with Hearing Disabilities. In International Conference on Special Education In South East Asia Region 10th Series 2020 (pp. 229-234). Redwhite Press
Nasir, N. A. M., Hashim, H., Rashid, S. M. M., & Yunus, M. M. (2021). Exploring the Potential Usage of Mobile Technologies Among the Hearing-Impaired Students in Learning English as a Second Language (ESL). International Journal of Interactive Mobile Technologies, 15(19).
Nurman, M. (2018).Improving The Students’ vocabulary By Using “Go Fish” Game. Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP, 5(2), 121-124.
Puri, I. R., Rodiatun, R., & Susanto, S. (2019). An Analys?s of Learn?ng Engl?sh Vocabulary for Hear?ng Impa?red Student at Dharma Bhakt? Dharma Pert?w? Spec?al School 2017/2018. Journal of English Education Studies, 2(1), 60-66.
Rafiq, K. R. M., Pazilah, F. N., Goh, Y. T., Yunus, M. M., & Hashim, H. (2020). Game on! Development and Evaluation of Computer Games for ESL Classroom. International Journal of Scientific & Technology Research, 9, 1976-1980.
Rahmani, E. F. (2020). The Benefits of Gamification in the English Learning Context. IJEE (Indonesian Journal of English Education), 7(1), 32-47.
Soe’oed, R., Ping, M. T., & Thamrin, A. (2020). Using Picture-Assisted Lexical Input Approach to Teach Vocabulary to The Post-Lingual Deaf Students. A Journal on Language and Language Learning 23(2): 354-367.
Sangia, R. A. (2022). Emerging Word Games to Improve Young Learners' Vocabulary Skills in Ambonese Islamic School. Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP, 9(1), 72-82.
Santosa, M. H., Harismayanti, I., & Putra, I. (2022). Technology in Action: Developing Gamification Handbook in English Teaching and Learning for the 21st Century Learners. TESL-EJ, 26(1), n1.
Tiing, C. W. H., Phui, C. P., Sieng, L. H., Niek, M., Wen, Y., Devi, S., & Hashim, H. (2021). Identifying young learners’ language learning strategies in learning English vocabulary. J. Acad. Res. Prog. Educ. Dev, 10, 727-753.
Wood, D. (2016). Examples of Technology in Our Everyday World. What is Technology?
https://study.com/academy/lesson/examples-of-technology-in-our-everyday-world.html
Yaccob, N. S., Rahman, S. F. A., Mohamad, S. N. A., Rahim, A. A. A., Rashid, K. K. A., Aldaba, A. M. A., ... & Hashim, H. (2022). Gamifying ESL Classrooms through Gamified Teaching and Learning.