INTRODUCTION
Vocabulary plays a significant role in language instruction; it is widely regarded as its
one of the most pivotal aspect. According to Russel as cited by Zarsaf and Yaganehpour's study
last 2021, vocabulary plays a crucial role in any language, as opposed to grammatical
competence, which has its limitations. It is also emphasized that the acquisition of vocabulary
continues even into adulthood.
Understanding and using a range of words is crucial in teaching the language, as it
facilitates effective communication (Wulandari, 2019). According to Wilkins as cited by the
aforementioned study last 2019, the ability to convey information is greatly limited without
grammar, and without a grasp of vocabulary communication becomes impossible. Acquiring
vocabulary stands out as the challenging aspect, for individuals learning a new language.
The 2018 PISA (Programme for International Student Assessment) report revealed that
Filipino students are falling behind in vocabulary and literacy compared to their peers,
specifically, ranking last, thus, highlighting an educational challenge. It reiterated the necessity
for changes to enhance learning and literacy levels, among students. This disparity emphasizes
the significance of employing vocabulary teaching techniques and materials that cater to the
requirements of Filipino learners (DepEd, 2019). While in PISA 2022 results, there was no
significant change in Philippines’ performance, but did at least moved up to few single digits.
Compared to 81 other countries, the Philippines now ranks sixth- lowest in both mathematics and
reading. Meanwhile, only 24% or about one-quarter of Filipino students reached basic reading
proficiency.
Addressing these issues through targeted interventions and resource development is
crucial for improving vocabulary acquisition and overall language proficiency among students.
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Vocabulary games are interactive activities designed to enhance language acquisition by
making the learning process enjoyable and engaging. These games can be used in various
educational settings, from classrooms to casual gatherings, and are effective for learners of all
ages (Hanh, 2021).
These effective learning aids are interactive and changing to foster understanding and
long-term memory of word meanings that can be contextualized with hands-on activities.
Vocabulary development can be substantially improved by incorporating a mix of game formats
which correspond with educational objectives.
A study found that students taught with games outperformed those using traditional
methods in vocabulary tests, highlighting the interactive and enjoyable nature of games that
fosters better learning outcomes. Additionally, games create a relaxed environment, motivate
students through competition, and incorporate real-world contexts, which further enhance
vocabulary acquisition. Overall, integrating games into vocabulary instruction not only improves
retention but also promotes communicative skills in a more engaging manner (Heathfield, 2020).
In Tabu National High School, the researchers have observed that there are a lot of
students that are in dire need of assistance concerning their vocabulary skills, particularly among
Grade 7- Blue Macaw students – as testified by their PHIL-IRI results ; out of 40 participating
students, no one reached the satisfactory mark denoted by 14 , however, 14 students having
scores ranging from 8 to 13 are labeled as “Instructional”. While scores falling under the 0-7
range are deemed “Frustration”. Unfortunately 26 students of the Grade 7- Blue Macaw fell
under this group, which piques a great call of intervention. 5 w. This could be a result of a
multitude of factors, which may still include the incidence of the COVID-19 pandemic – its
negative long-term effects which has significantly disrupted the quality of student learning.
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Additionally, anti-conducive factors affecting vocabulary acquisition also include an array of
various internal and external factors which encompass the following realms, such as: Age,
Experience, Learning Style, Motivation, Instruction, Self-Efficacy, Psychological Obstacles, and
Health.
With these data taken into consideration, the researchers will decide to opt into devising a
game-based approached headlined as “scavenge the words”. This study will aim to help mitigate
the increasing problem which involves the lag of vocabulary acquisition among Grade 7- Macaw
students of the School Year 2024-2025.
The game to be innovated — “Cubabulary Quest”, simply denotes, from the term itself,
"to form words using a cube". This interactive and fun game is characterized by utilizing a cube,
that of which, is of similar shape and dimension of a regular kid's block. The cube that consists
of six (6) flat faces will contain a letter each — consequently spelling different words. Basically,
this will incorporate the game mechanics of the popular mobile game Wordscapes™, but in
flesh; tangible and interactive. To add, the words formed will have their corresponding
illustrations for the learners to identify the words to, further developing their visual cognition.
Moreover, the definitions of the formed words will be provided by the researchers, therefore,
students will also need to identify the formed words’ respective definitions.
The catch is to form as many words as possible, the learners may use the letters more
than once if they wish to form longer and more elaborate words, thus, stimulating their critical
thinking skills and broadening their vocabulary.
Moreover, real, valid, and registered English words are only accepted to be formed. The
researchers would like to highlight that inhibiting this game’s simplicity is best practiced, as it
enforces better learning to the students, as backed by David Allen’s Game Design Theory.
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Statement of the Problem
This study will aim to identify the significant effect of using a game-based approach
titled “Cubabulary Quest” to the vocabulary skills of Grade 7-Blue Macaw students.
1. What is the vocabulary skill level of Grade 7-Blue Macaw students before the Game-based
approach?
2. What is the vocabulary skill level of Grade 7-Blue Macaw students after the Game-based
approach?
3. Is there a significant difference in the level of literacy skills of Grade 7-Blue Macaw students
before and after the intervention?
Hypothesis
There is no significant difference in the level of vocabulary skills of Grade 7 - Blue
Macaw before and after the game-based intervention.
Theoretical Framework and Schematic Diagram
Level of Students’ Intervention Level of Students’
Vocabulary Skills Vocabulary Skills after
Game-based approach the game-based
before the game- titled “Cubabulary
based intervention intervention
Quest”
This study was anchored in the theory of Vygotsky (1978) known as the Constructivist
Linguistic Theory where he emphasized how an individual internalizes social activities involving
greater language use others results in early behaviors bridges and transformations, and leads to
the development of person’s language later on. The main idea of this theory is core of proximal
development (ZPD). ZPD is the difference between a student’s capabilities and in isolation. Both
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internal and external learning occurs (Vygotsky, 1978). Student-centered. Constructivist learning
theory informs this teaching methodology, which emphasizes the student’s role in creating
knowledge. As Vygotsky noted, learning occurs when an educational model focuses more on the
interests of the students than the demands of the outside world (Ostoff, 2012). According to the
notion, students’ language development is dependent on their own selection of learning materials
and practices the material in a cooperative learning environment or with the guidance of more
experienced individuals. The student-centered paradigm suggested that vocabulary development
for second languages starts with pupils in charge of their own education and free to select
glossary terms for oneself according to their own requirements and areas of interest (Larrotta,
2011). Investigation into self-made Lexicon lists combined with interactive word drill improve
learners’ English as a second language (Spiri, 2007). Hopkyns and Nicoll (2013) thus presented
the idea that students must choose the new words that pique their interest since they are
informational and individualized preservation
Through active learning, student-centered e-learning can include students in a dynamic
learning process. Multiple layers of learning and group connection (Morris & Faulk, 2012). The
student-focused online electronic word diagrams that are highly efficient for vocabulary
development are advised by learning strategies augmentation (Hopkyns & Nicoll, 2013). The
visual learner tends to prefer word diagrams. When they are able to generate ideas and elements
that lead to an idea.
The student-centered paradigm suggested that vocabulary development for second
languages starts with pupils in charge of their own education and free to select glossary terms for
oneself according to their own requirements and areas of interest (Larrotta, 2011). Investigation
into self-made Lexicon lists combined with interactive word drill improve learners’ English as a
5
second language (Spiri, 2007). Hopkyns and Nicoll (2013) thus presented the idea that students
must choose the new words that pique their interest since they are informational and
individualized preservation
Through active learning, student-centered e-learning can include students in a dynamic
learning process. Multiple layers of learning and group connection (Morris & Faulk, 2012). The
student-focused online electronic word diagrams that are highly efficient for vocabulary
development are advised by learning strategies augmentation (Hopkyns & Nicoll, 2013). The
visual learner tends to prefer word diagrams. When they are able to generate ideas and elements
that lead to an idea.
The usefulness of classic graphic organizers is increased by digital counterparts.
Hutchinson and Colwell (2015) highlighted that students can distribute their digital word maps
around the class. Participants in a class website or blog to help one another build lexical
knowledge. Digital graphic organizers enhance student-centered vocabulary instruction by
providing structure to the details of terms chosen by learners to aid with comprehension
Another conceptual theory, anchored in the theory of Stephanie Moody, Xueyan Hu, Li-
Jen Kuo, Mohammed Jouhar, Zhihong Xu and Sungyoon Lee known as the social constructivism
and sociocultural theories where they emphasized that word learnnt may benefit greatly from
this theories, as cooperative techniques help educators overcome the deeply ingrained,
antiquated belief that language instruction is limited to givint kids definitional information as
they listen passively. Rather, the students participate interactively in the word-learnng process, as
demonstrated by the recommendation supplied by Roberts, Vaughm, Giroir, and Grimaldo that
the writers suggested using read-aloud talks aimed at pushing pupils to use and forecast new
language through meaningful linkages between language and the world and oneself.
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Additionally, cooperative scaffolding, like that found in talks, which promote
multifaceted understanding of the world beyond memorization of meanings. This understanding
includes being to employ words metaphorically with ease, being aware of oral and written word
forms and the capacity to change words in different situations.
Significance of the Study
The findings of this study would be beneficial to the following:
Department of Education. This study will be relevant to the Department of Education (DepEd)
in terms of providing solutions to existing problems in vocabulary to students. As front liners in
English, they must think of innovative and effective ways to make the teaching learning process
active and engaging. They will have the opportunity to initiate programs that may strengthen the
conduct of vocabulary words in teaching English through the development game-based
approach.
School Head. This study will give an output to the school that would show an efficient and
effective way of making the school's curriculum relevant, functional, and effective to the
teachers for the learners to meet the standards in providing quality education for all. This study
will serve as their guide to look for more effective programs that will benefit students.
Teachers. This study will be an effective way to enhance the vocabulary skills of students thus
they should always guide the students and observer in terms of student skills. Additionally, they
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would also play vocabulary games enjoyable and developed the communicative skills in more
engaging manners.
Students. This Student Study well serve as a guide for the student in developing and improving
their vocabulary skills as well as their learning through scavenge words.
Parents. This study will remind the parents that vocabulary is one of the important skills, that
every student should master school necessary for lifelong learning. This will be an eye opener for
them to encourage their children to actively support this innovation.
Future Researchers. This study will benefit future researchers to ba aware and knowledgeable
of the process involved in developing literacy through scavenge the words. It will help them to
be a better analyst and it can be a help as a future reference for more studies in the future.
Scope and Limitations of the Study
This study will aim to determine the effectiveness of the game-based intervention titled
“Cubabulary Quest” — using a cube that has six (6) sides, each with different letters on it, as a
tool for developing the Vocabulary Skills of Grade 7-Blue Macaw of Tabu National High
School. It will focus on helping the students to enhance their vocabulary skills, particularly in
spelling, through finding out what words can be created using the letters that are written on the
cube. This study will be conducted on Grade 7-Blue Macaw students of Tabu National High
School, Tabu, Ilog, Negros Occidental for an approximate of 4 months, specifically in the
months of December 2024 to March 2025. This study will only be limited to the Grade 7-Blue
Macaw students since they were the ones who needed the exercise, the most shown by the results
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of Philippine Informal Reading Inventory (Phil IRI) test given at the opening of the class where
the majority of the students received below passing scores or below median scores.
Definition of Terms
Cube. Conceptually, this term refers to a three-dimensional shape where each of the six sides is a
square or something shaped like a cube, such as an ice cube or meat cut into cubes.
Operationally, this term refers to the core material of the intervention headlined as
“Cubabulary Quest”, consisting of six faces with an individual letter written on it to form words.
Post-test. Conceptually, the term post-test according to Kowalczyk (2022), it is an assessment
measure given to participants after they have received treatment as part of a research study:
Operationally, this term refers as an assessment given to participants after employing the
game- based approach.
Pre-test. Conceptually, the term pre-test according to Agrawal (2019) a pre-test involves
conducting a dry run of the survey on a small representative set of respondents in order to reveal
questionnaire errors before the survey is launched.
Operationally, this term refers as an assessment given to participants before the
utilization of the game-based approach.
Vocabulary Skills. Conceptually, this refers to the capacity to grasp and use words effectively in
a language. It entails being familiar with word meanings, pronunciations, and applications in
various settings. Learning vocabulary effectively is essential for improving language proficiency,
especially while learning English. Students' acquisition of vocabulary skills (Ong, et. Al, 2019).
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Operationally, this term is defined as the proficiency of learners upon performing the
game-based intervention.
CHAPTER II
Review of Related Literature
This chapter includes the local and international readings, literature, finished thesis,
dissertations, generalization or conclusions from different sources ranging from journals, books,
websites, articles, and etc. Those that were included in this chapter helps in familiarizing
information that are relevant to the present study.
Vocabulary
Vocabulary plays a significant role in language instruction; it is widely regarded
as its one of the most pivotal aspect. According to Russel as cited by Zarsaf and Yaganehpour's
study last 2021, vocabulary plays a crucial role in any language, as opposed to grammatical
competence, which has its limitations. It is also emphasized that the acquisition of vocabulary
continues even into adulthood.
Speaking, listening, reading, and writing abilities are all impacted by vocabulary, which
is crucial for language mastery. It includes phrases and idioms that express certain meanings in
addition to individual words. According to experts, vocabulary is essential for clear
communication; without it, students find it difficult to properly understand language or
communicate their views. A variety of instructional techniques, such as the use of visual aids and
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contextual learning, improve vocabulary acquisition. In the end, a strong vocabulary promotes
greater comprehension and participation in language learning environments.
Importance of Vocabulary
Understanding and using a range of words is crucial in teaching the language, as it
facilitates effective communication (Wulandari, 2019). According to Wilkins as cited by the
aforementioned study last 2019, the ability to convey information is greatly limited without
grammar, and without a grasp of vocabulary communication becomes impossible. Acquiring
vocabulary stands out as the challenging aspect, for individuals learning a new language.
Vocabulary Learning Gap in the Philippines
The 2018 PISA (Programme for International Student Assessment) report revealed that
Filipino students are falling behind in vocabulary and literacy compared to their peers,
specifically, ranking last, thus, highlighting an educational challenge. It reiterated the necessity
for changes to enhance learning and literacy levels, among students. This disparity emphasizes
the significance of employing vocabulary teaching techniques and materials that cater to the
requirements of Filipino learners (DepEd, 2019). While in PISA 2022 results, there was no
significant change in Philippines’ performance, but did at least moved up to few single digits.
Compared to 81 other countries, the Philippines now ranks sixth- lowest in both mathematics and
reading. Meanwhile, only 24% or about one-quarter of Filipino students reached basic reading
proficiency.
11
Game-Based Approach in Vocabulary Learning
Vocabulary games are interactive activities designed to enhance language acquisition by
making the learning process enjoyable and engaging. These games can be used in various
educational settings, from classrooms to casual gatherings, and are effective for learners of all
ages (Hanh, 2021).
These effective learning aids are interactive and changing to foster understanding and
long-term memory of word meanings that can be contextualized with hands-on activities.
Vocabulary development can be substantially improved by incorporating a mix of game formats
which correspond with educational objectives.
A study found that students taught with games outperformed those using traditional
methods in vocabulary tests, highlighting the interactive and enjoyable nature of games that
fosters better learning outcomes. Additionally, games create a relaxed environment, motivate
students through competition, and incorporate real-world contexts, which further enhance
vocabulary acquisition. Overall, integrating games into vocabulary instruction not only improves
retention but also promotes communicative skills in a more engaging manner (Heathfield, 2020).
12
CHAPTER III
METHODOLOGY
This chapter presents the following methods used in the study. It includes the research
design, locale and respondents of the study, sampling technique, research instruments, validity
and reliability of the instruments, data gathering procedure, and data analysis.
Research Design
The one-group pretest-posttest research design was employed in this study. This design
provides a practical and efficient approach for evaluating interventions across various fields such
as education, health, social sciences, and business. While it offers valuable insights into changes
resulting from interventions, researchers must be mindful of its limitations regarding internal
validity and generalization when interpreting results. By understanding these strengths and
weaknesses, researchers can effectively utilize this design as part of their broader research
strategy, often serving as a preliminary step toward more rigorous experimental designs in future
studies. Cambridge University Press, 2019).
By utilizing the results of the Philippine Informal Reading Inventory (Phil IRI) test, the
identification of the respondents was completed and justified. he Philippine Informal Reading
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Inventory (Phil-IRI) is considered reliable due to its structured approach to assessing reading
proficiency in both English and Filipino. It provides a comprehensive evaluation of students'
reading abilities through oral reading, silent reading, and listening comprehension assessments,
allowing teachers to tailor interventions based on individual need. The respondents received
remediation and a post-test to determine the efficacy of the remediation and the tool used in
enhancing their vocabulary skills.
Locale of the Study
This study will be conducted in Grade 7-Blue Macaw at Tabu National High School
District of Ilog 1, Negros Occidental. The researchers found out that most of the students in
Grade 7 Blue macaw have difficulties in vocabulary (Phil IRI) based on their results. Moreover,
the researchers also aimed to help their school, teacher, and fellow students to improve their
vocabulary skills.
Respondents of the Study
The respondents of the study will be the Grade 7 Blue Macaw students of Tabu National
High School, of the School Year 2024-2025. The respondents were identified through the results
of PHIL IRI given at the opening of the class. The respondents' profile is presented in Table 1.
Table 1. Demographic Profile of Respondents According to Sex
Gender No. of Participants
Male 25
Female 19
Total 44
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Table 1 shows that there is a total of 44 respondents, 25 males and 19 females.
Sampling Technique
The researchers used random sampling technique to identify the respondents of the study.
Random sampling technique will be a subset of individually chosen from a large set of
population. It is an unbiased surveying technique and basic type of sampling, since it can be a
component of other move complex sampling methods. The participants of the study will be the
students who will respond to the survey and whose names are drawn at random by the
researchers from a box of names.
Research Instruments
In this research study, the researchers associated a decorated cube as the research
instrument in this study. The researchers created a cube that has six (6) sides using paper
materials and written each side with letters creating a word that the researchers' respondents can
understand. On the other hand, a pre-test and post-test material will be employed to determine
the vocabulary level of the students and to test their vocabulary skills before and after the
implementation of the exercise. These instruments will be applied to determine the effectiveness
of a game-based approach in enhancing the vocabulary skills of the students.
Validity and Reliability of the Instruments
Validity is measuring data related to knowledge whereas reliability only concerns with
the consistency of scores. Reliability on the other hand, is defined as the extent to which the test
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scores are free from measurement error. It is a measure if stability or internal consistency of an
instrument in measuring certain concepts.
Furthermore, the validity and reliability of the instrument is no longer needed since the
instrument is a standardized tool developed by the Department of Education (DepEd).
Data Gathering Procedure
The researchers Identified the respondents to be given the remediation through the results
of the Phil-IRI pre-test they took at the opening of the class. To officially start the realization of
this tudy, the researcher would seek the approval of their thesis committee and the research in-
charge of the Tabu National High School. Next, a letter of permission and approval would be
sent to the principal of Tabu National High School. After the approval, a letter for the
participants will be distributed to the respondents. The researchers would then conduct a short
orientation and briefing on the proposed intervention. Following that, researchers will prepare
the materials for the intervention which includes the picture chart and the cube to be utilized as
the tools for the remediation. On the initial day of the conduct, the researchers will determine the
level of literacy skills of the students in terms of speed, word recognition, and comprehension
employing a pre-test material attained from Phil-IRI. On the following day, the researchers will
proceed to conduct the intervention through the game-based approach “Cubabulary Quest” using
the materials. After a week of conducting the intervention, the researchers will conduct a post-
test using the same material utilized in the pre-test to determine if the intervention was effective.
Utilizing this process will indicate whether the intervention made a significant difference on the
learners’ vocabulary skills.
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Statistical Treatment
The statistical treatment of this study was following the sequence set in the objectives. Each
word was associated with a statistical tool for descriptive and inferential interpretation
respectively.
1. To determine the vocabulary skills of Grade 7- Blue Macaw in terms of vocabulary skills
before the intervention mean was utilized.
2. To determine the vocabulary skills of Grade 7- Blue Macaw in terms of vocabulary skills after
the intervention mean was utilized.
3. To determine the vocabulary skills of Grade 7-Blue Macaw in terms of vocabulary skills
before and after the game based using decorated cube, a paired test was employed.
Ethical Considerations
Ethical considerations reflect the moral and ethical practices maintained during the
research (Connelly, 2014). While conducting the research, the researcher maintained the practice
of these ethical considerations by obtaining consent before final recruitment. Besides, the
respondents were not compelled or forced to reveal information that is private to them or did not
wish to share during the interviews. Furthermore, respondents’ rights were protected, as were
confidentiality and voluntary participation. The respondents were properly informed of the
specific area of the research, and the value of their responses contributes to the study.
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REFERENCES
DepEd, 2019. PISA 2018 Philippine National Report. Retrieved from:
https://www.deped.gov.ph/wp-content/uploads/2019/12/PISA-2018-Philippine-National-
Report.pdf on August 20, 2024.
Hanh, N., 2021. The Effectiveness of Learning Vocabulary Through Games in Comparison with
That in Traditional Technique. Retrieved from:
https://gphjournal.org/index.php/er/article/view/419 on August 20, 2024.
Heathfield, R., 2020. How Effective Are Esl Games Compared to Traditional Learning.
Retrieved
from:https://www.researchgate.net/publication/349101190_HOW_EFFECTIVE_ARE_E
SL_GAMES_COMPARED_TO_TRADITIONAL_LEARNING, on August 20, 2024.
Wulandari, C., 2019. Cahyani Wulandari BAB II. Retrieved from:
https://repository.ump.ac.id/7159/3/Cahyani%20Wulandari%20BAB%20II.pdf, on
August 20, 2024.
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