2.4.2 Studies in abroad
The studies of vocabulary learning in aboard are quite different from the ones in Thailand. They are variety of the fields of vocabulary learning studies such as computer games, role play games, card games, or cell phone options.
Nguyen Thi Thanh Huyen and Khuat Thi Thu Nga (2008) study ‘The Effectiveness of Learning Vocabulary Through Games’ with the question of "Do games help students learn vocabulary effectively, and if so, how?" They interview many people both students and teachers on reactions, feelings and the effectiveness of games in vocabulary learning. The result shows from both students and teachers opinions that the games are effective in helping students to improve their vocabulary building skills.
Houman Tabar and Mohammadreza Khodareza (2012) study the topic of The Effect of Using Multimedia on Vocabulary Learning of Pre-Intermediate and Intermediate Iranian EFL Learners. This study examines the effect of multimedia on vocabulary learning of pre-intermediate and intermediate Iranian EFL learners by using the multimedia software “Vocaboly”. The result shows that indicated that the treatment groups performed better on post-tests when compared to the Teacher-led Instruction groups. Therefore, treatment proved to have a significant impact on vocabulary learning of the learners.
Geir Finnsson (2015) studies about ‘Computer Games & Their Effect on The Language Acquisition of Non-Native English Speakers’ with the purpose is to gain an understanding of this effect, and whether or not computer games might prove useful in aiding the teaching of English learners in school. The result of the study indicates that computer games have had an effect on the language acquisition of non-native English speakers, although further studies ought to be conducted in order to measure their effect properly.
Shu - yun YU also studies the Effect of Games on the Acquisition of some Grammatical Features of L2 German on Students’ Motivation and on Classroom Atmosphere. Her study seeks to examine the effect of game based grammar instruction on students’ motivation and on classroom atmosphere. The results show while the main result does not support the theory for significant improvement in grammatical accuracy by the experimental students as a result of game-based practice, but their overall improved performance is a meaningful achievement especially to the motivation of the students and the atmosphere of the classroom. The positive result offers a remarkable reason to language teachers to put games into their teaching grammatical features, as the positive results of this study with gaze at to the motivation of students, peer interaction, teacher-student interaction which may lead to the improvement of grammar accuracy in the future.