Academic literature on the topic 'Spelling games'
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Journal articles on the topic "Spelling games"
Hijjatul Qamariah and Sri Wahyuni. "TEACHING SPELLING THROUGH GAMES." Visipena Journal 9, no. 1 (June 30, 2018): 137–50. http://dx.doi.org/10.46244/visipena.v9i1.447.
Full textGreenwood, Bill. "Adventures in Learning: Spelling." Gifted Education International 10, no. 1 (September 1994): 31–32. http://dx.doi.org/10.1177/026142949401000107.
Full textPatterson, Nancy. "TECH CONNECT: Spelling: Blame It on Technology." Voices from the Middle 9, no. 3 (March 1, 2002): 40–43. http://dx.doi.org/10.58680/vm20022403.
Full textSembiring, Novalina, and Anna Stasya Prima Sari. "Spelling Bee Games: Belajar Bahasa Inggris sambil bermain bagi Anak-anak Pengungsian di Desa Simacem, Siosar." Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) 5 (December 17, 2022): 1–10. http://dx.doi.org/10.37695/pkmcsr.v5i0.1622.
Full textElimelech, Adi, and Dorit Aram. "Evaluating preschoolers’ references to characteristics of the Hebrew orthography via a computerized early spelling game." Written Language and Literacy 25, no. 2 (December 6, 2022): 159–82. http://dx.doi.org/10.1075/wll.00065.ara.
Full textHadiyansah, Dwi Nur. "The Increasing Students’ Vocabulary Through Spelling Bee Games." JOEY: Journal of English Ibrahimy 2, no. 1 (February 10, 2023): 50–57. http://dx.doi.org/10.35316/joey.2023.v2i1.50-57.
Full textPryle, Marilyn Bogusch. "Peek, Peak, Pique: Using Homophones to Teach Vocabulary (and Spelling!)." Voices from the Middle 7, no. 4 (May 1, 2000): 38–43. http://dx.doi.org/10.58680/vm20002301.
Full textShokri, Hossein, and Seyed Jalal Abdolmanafi-Rokni. "The Impact of Computer Games on EFL Learners' Spelling: A Qualitative Study." Studies in English Language Teaching 2, no. 3 (September 18, 2014): 266. http://dx.doi.org/10.22158/selt.v2n3p266.
Full textC., Sandiuc. "The use of vocabulary games in the ESP classroom." Scientific Bulletin of Naval Academy XXII, no. 1 (July 15, 2019): 104–11. http://dx.doi.org/10.21279/1454-864x-19-i1-014.
Full textMangiri, Roni1. "THE EFFECTIVENESS OF USING BINGO GAMES TO IMPROVE STUDENT’S SPELLING ABILITY AT SMP KRISTEN SA’DAN." Teaching English as a Foreign Language Overseas Journal 10, no. 2 (August 17, 2022): 83–88. http://dx.doi.org/10.47178/teflo.v10i2.1739.
Full textDissertations / Theses on the topic "Spelling games"
Maragliano, Leslie. "Cast-a-spell--the "write" program for second graders in a looping class /." View abstract, 2000. http://library.ctstateu.edu/ccsu%5Ftheses/1611.html.
Full textThesis advisor: Margaret Ferrara. " ... in partial fulfillment of the requirement for the degree of Master of Science in Elementary Education." Includes bibliographical references (leaves 61-63).
Du, Cloux Kim Elaine. "A guide to motivating students to twist to better spelling." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2431.
Full textHolz, Heiko [Verfasser]. "Design, Development, and Evaluation of Research Tools for Evidence-Based Learning : A Digital Game-Based Spelling Training for German Primary School Children / Heiko Holz." Tübingen : Universitätsbibliothek Tübingen, 2020. http://d-nb.info/1223451437/34.
Full textWang, Chin-Yu, and 王金玉. "The Effects of Board Games on Taiwanese 6th Graders’ English Spelling Ability." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/91334470475055826255.
Full text國立臺北教育大學
兒童英語教育學系碩士班
103
Abstract This study aims to investigate the effects of board games on English spelling ability of Taiwanese 6th graders. Forty-eight 6th graders from two classes participated in this study, one with 24 students serving as the experimental group and the other with 24 students as the control group. The board game Rummikub Word was adapted and applied to spelling practice for the experimental group while the control group adopted traditional writing drill after instructions from their English teacher. The experiment lasted for 8 weeks, with 3 periods per week, 20 minutes in one period of instruction. Research data were collected mainly through a self-made spelling pretest, an immediate posttest, and a delayed posttest. A feedback questionnaire was also administered to the experimental group to find the students’ opinions toward this game-based learning project. The study results reveal that both groups significantly improved their spelling ability after receiving instructions. However, the spelling ability and the retention effectiveness of the experimental group were both significantly better than those of the control group. Furthermore, the experimental group claimed that it was helpful and joyful for them to memorize vocabulary via this adapted board game. Finally, based on the results of this study, some suggestions are provided for teachers and further studies.
Wu, Wen-Chi, and 吳文琪. "Effects of Digital Spelling Games on Junior High Students' English Vocabulary Learning." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/28461115142238016038.
Full text國立臺灣師範大學
資訊教育學系在職進修碩士班
100
Abstract The purpose of this research was to study the English vocabulary game “Synchro” that the participants was developed for junior high school students, to understand the learning effectiveness of participants and the feeling of learning English vocabulary game after using Synchro. The participants are ninth graders of a junior high school in Taipei city, which are consisted of five hundred and fifty persons. Using convenience sampling ,ten boys and twenty one girls as a group of thirty one people were choosen as sample. The average score of participants english in five terms is 91.81, the highest and lowest mark are 98.44 and 71.25 respectively. Pretest-posttest guasi-experimental design was used in this research. The participants take eight periods for English spelling game after pretest, the first five periods are individual game, the last three periods test are competitive and cooperative games. The participants complete posttest, retention test and questionnaire.Pretest and posttest data are to examine the learning effectiveness of participants. English vocabulary, questionnaire is to know the participants’ learning attitude toward game-supported English vocabulary spelling. After taking Synchro spelling game, the participants’ effectiveness of learning English vocabulary in the posttest is obviously superior than pretest. The effectiveness of learning English vocabulary will retain ten days.The participants have positive attitude toward Synchro spelling game.
Hsu, Yu-Te, and 許有德. "Design and Evaluation of English Spelling Games for Junior High Students’ Vocabulary Learning." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/06194814221839237935.
Full text國立臺灣師範大學
資訊教育學系
98
The purpose of this research is to design an English spelling game system for junior high students English vocabulary practice, to evaluate the usability of the game system, and to investigate students’ attitude of using the game system. We named this game system “Spelling Hunter”. This game system includes Synchro and EngPac. We invited 264 of grade seventh students from junior high school in Taipei to evaluate this game. First, teacher guided the students to play Synchro for 4 weeks. We obtained students’ gaming record. We modified game designs in accordance with gaming record and teacher’s feedbacks. We observed the words using situation until saturation point. Then we inquire students’ attitude by attitude questionnaire. Finaly, we design EngPac. We compared the using of Synchro with EngPac by game database and attitude questionnaire. The result shows that students can adequately practice English vocabulary by palying ”Spelling Hunter”. They were glad to try unlearned words. Synchro gets more positive comments in the aspect of usability. Generally speaking, “Spelling Hunter” is a usable system, and the students who participated in this system hold positive attitude toward the digital game system.
Lee, Chia-Hui, and 李佳蕙. "The Effectiveness of Using Table-top Games to Review EnglishVocabulary on Fourth Graders’ Spelling Ability." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/gv28eg.
Full text中華大學
科技管理學系
107
The study aimed to investigate the effectiveness of using table-top games on English spelling ability of Taiwanese fourth graders in New Taipei City. The quasi-experimental design was conducted for this study. There are 55 fourth graders that participated in the study with 27 students serving as experimental group, and with 28 students serving as control group. The experimental group adopted the table-top game for spelling activity, meanwhile, the control group applied the traditional writing drill practice after formal instruction. The research lasted for five weeks, with one session per week, 20 minutes in one period of class. Both of the groups took self-made spelling pre-test, immediate post-test, and delayed post-test. Research figures were analyzed by independent samples t-test and a paired samples t-test. According to the results of this study, both of the groups significantly improved their spelling ability after receiving instructions. Nonetheless, the table-top game instruction significantly influenced the experimental group’s spelling ability and effectively retained its vocabulary ability than the control group in the spelling posttest and delayed test. In addition, the participants of the experimental group showed their preference for the table-top game instruction. They can memorize vocabularies more efficiently than before. Finally, based on the results of the study, some teaching suggestions are provided for English teachers and further studies.
YOU, SHU-MEI, and 游淑梅. "The Effects of Using Board Games to Review Vocabulary to Taiwanese 5th Graders' English Spelling Ability." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/31605206962286978599.
Full text國立臺北教育大學
兒童英語教育學系碩士班
105
Abstract This study aims to investigate the effects of board games on English spelling ability of Taiwanese 5th graders. In the process of learning English for EFL learners, memorizing vocabularies is one of the difficulties for them. Therefore, the researcher tries to apply board games on spelling practice in order to enhance students’ spelling ability. This study adopted a quasi-experimental design. Thirty-two students of fifth graders from a public elementary school in Taipei city participated as experimental and the control groups. Both groups received different vocabulary spelling practice activities. The teacher-made board game was adapted from “Zicke Zacke” (a German memory game) and applied to spelling practice for the experimental group while the control group adopted writing drills after teacher instructions. This experiment lasted four weeks, with two 10-minute sessions per week, totaling 8 sessions of experimental teaching. Quantitative data were collected from a self-made spelling pretest, an immediate posttest, and a delayed posttest. Research data were analyzed by dependent samples t test and a paired samples t test. The results of this study reveal that both groups enhanced their spelling ability significantly after receiving instructions. However, the experimental group obviously performed better spelling ability and retention effectiveness than the control group in the English vocabulary spelling posttest and delayed test. Furthermore, students in the experimental group also claimed that the board game was enjoyable and helpful for their vocabulary spelling. They can memorize vocabularies more efficient and are happier than before. Finally, based on the results of the study, some teaching suggestions are provided for English teachers and further studies.
CHU, HUI-CHUAN, and 朱惠絹. "A Study of Board Games Based Phonics Instruction on Remedial Students’ Word Decoding, Spelling Abilities and English Learning Attitude." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/558f75.
Full text南臺科技大學
應用英語系
106
This study aims to discuss how board games learning strategy using on phonics teaching for elementary school students in an English remedial instruction class to enhance their decoding and spelling abilities and learning attitudes. The subjects of the study were 6 elementary school students with low English performance in an English remedial instruction class. Four of them are in fourth grade and the others two are in sixth grade. These students, recruited from an elementary school in Tainan City, were with normal intelligences and did not attend private English institutes after school. During the 18 weeks remedial instruction periods, all participants received 80 minutes phonics instruction using self- designed board games once a week. Before and after remedial instruction, all students were asked to take pre-tests and post-tests of word decoding, spelling abilities and After School Alternative Program technology-based testing. Moreover, they were required to complete the questionnaires on students’ English learning attitudes. Lastly, after the instruction, the teacher interviewed all the participants. Based on the findings, it is suggested that board games based phonics instruction offer an appropriate instruction for elementary school teachers who seek to help underachievers improve their English ability on their decoding and spelling abilities and learning attitudes.
Shu-fan, Yu, and 游舒帆. "Games in Teaching Taiwanese Romanization Spelling-- A Case of 2 Grade 5 classes from 2 schools in Ba Dou Area, Keelung." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/35683414637235649686.
Full text國立臺灣師範大學
台灣文化及語言文學研究所
100
Games in Teaching Taiwanese Romanization Spelling --A Case of 2 Grade 5 classes from 2 schools in Ba Dou Area, Keelung The purpose of this study aimed to explore the real condition and effects of games teaching on Taiwanese Romanization for Grade 5 students, and to investigate the difficulties in the process and solving methods. Games are a motivational tool to encourage and stimulate learning and attention. Based on a case of study, the subjects were a total of 53 students in grade 5 from 2 different schools, taught by a researcher. Throughout 13 weeks research, the data was collected and analyzed by means of classroom observation, interviewing the students, reflective journal, surveys of opinions from students and Taiwanese teachers and document analysis based on SPSS. Research findings are summarized as follows: 1. By incorporating games into Taiwanese Romanization Spelling, the researcher found the interaction between the teacher and students, the students’ reaction on Taiwanese Romanization Spelling learning, and the performance to be highly different to normal Taiwanese class. 2. Having games in teaching Taiwanese Romanization Spelling has 5 significant advantages, both in teaching and learning aspects: (1) Promoting the students’ participation in learning Taiwanese Romanization Spelling. (2) Increasing interaction between the teacher and students. (3) Changing the attitudes in learning and using Taiwanese Romanization Spelling. (4) Improving social ability by having games with classmates. (5) Examining learning impacts, and achieving the objective of repeated practice. 3. The researcher encountered and finally solved some difficulties in Taiwanese Romanization Spelling, and many differences between the students from dissimilar classes. Based on the results as above, the suggestions for Taiwanese Romanization Scheme and further study were proposed.
Books on the topic "Spelling games"
Leonard, Heather. Games for sight words and spelling. Reading: University of Reading, Reading &Language Information Centre, 1992.
Find full textDiana, Bentley, Leonard Heather, and University of Reading. Reading and Language Information Centre., eds. Games for sight words and spelling. [Reading, England]: Reading & Language Information Centre, University of Reading, 1991.
Find full textDawson, Richard. Spelling practice: Word games, crosswords, similar sounds. [U.K.]: Piccolo, 1991.
Find full textGlassman, Jackie. Play with your words: A spelling adventure. New York: Scholastic Inc., 2001.
Find full text(firm), Franklin Electronic Publishers. Webster's spelling corrector plus. Burlington, N.J: Franklin Electronic Publishers, 2005.
Find full textRon, King, ed. Practical spelling skills. Albert Park [Vic.]: Phoenix Education, 1997.
Find full textRoss, Katharine. Riddle fun with the Scrabble People. New York: Random House, 1985.
Find full textBarker, Diana. A spelling checklist with remedial procedures. [Churchlands, W.A.]: Western Australian College of Advanced Education, Churchlands Campus, 1985.
Find full textspace, White. Word Shark3:36 games for word recognition and spelling cd-rom. White space: London, 2003.
Find full textBook chapters on the topic "Spelling games"
Fleisher, Paul. "Spelling Games." In Brain Food 100+ Games That Make Kids Think, 145–48. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-16.
Full textTsai, Cheng-Yu, Jenq-Muh Hsu, Hung-Hsu Tsai, Pao-Ta Yu, and Wen-Feng Huang. "A Mahjong-Like Game of English Vocabulary Spelling." In Lecture Notes in Computer Science, 152–63. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-08961-4_15.
Full textLiando, Nitha Vera Frelly, and Devilitio Prasetyo Tatipang. "On Looking Scrambled Game in English Spelling Teaching." In Proceedings of the Unima International Conference on Social Sciences and Humanities (UNICSSH 2022), 630–37. Paris: Atlantis Press SARL, 2023. http://dx.doi.org/10.2991/978-2-494069-35-0_77.
Full textKaravidas, Lampros, George Topalidis, and Grigorios Zilidis. "SkyWords: A Serious Game Τo Enhance Typing and Spelling Skills." In New Realities, Mobile Systems and Applications, 569–79. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-96296-8_51.
Full textBakopoulos, Menelaos, and Sofia Tsekeridou. "MobiSpell: Educational Mobile Game Design and Development for Teaching Spelling to Young Children." In Lecture Notes in Computer Science, 295–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04052-8_40.
Full textAhmad, Ibrahim, Aza Jaiza Mohamad, Farah Farhana Roszali, and Norziah Sarudin. "DyslexiAR: Augmented Reality Game Based Learning on Reading, Spelling and Numbers for Dyslexia User’s." In Lecture Notes in Electrical Engineering, 259–69. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-33-4069-5_22.
Full text"DICTIONARY GAMES." In Helping Children with Reading and Spelling, 163. Routledge, 2002. http://dx.doi.org/10.4324/9780203426845-61.
Full text"Extra games for reinforcement." In Helping Children with Reading and Spelling, 106. Routledge, 2002. http://dx.doi.org/10.4324/9780203426845-48.
Full text"PICTURES FOR INITIAL LETTER GAMES." In Helping Children with Reading and Spelling, 115–19. Routledge, 2002. http://dx.doi.org/10.4324/9780203426845-50.
Full text"Notes on Names and Spelling." In Playing the Marginality Game, x. Berghahn Books, 2019. http://dx.doi.org/10.2307/j.ctv12pnsdf.5.
Full textConference papers on the topic "Spelling games"
Tiede, Jennifer, Rita Treacy, Silke Grafe, and Eleni Mangina. "Fostering Learning Motivation of Students with Reading and Spelling Difficulties by an AR-Enhanced Gamified Educational App for Literacy Learning." In 2022 IEEE Games, Entertainment, Media Conference (GEM). IEEE, 2022. http://dx.doi.org/10.1109/gem56474.2022.10017825.
Full textPir, Alireza, Leila Keshavarz Afshar, and Saynaz Maveddat. "The effectiveness of a set of Neuroland Digital minigames, on enhancing visual memory and reducing spelling errors in students with writing problems: a pilot study." In 2019 International Serious Games Symposium (ISGS). IEEE, 2019. http://dx.doi.org/10.1109/isgs49501.2019.9047021.
Full textHsu, Chia, Yu Chen, Yu-Jung Liu, Yu-Cheng Chang, and Min-Jui Lee. "Spelland: Situated Language Learning with a Mixed-Reality Spelling Game through Everyday Objects." In CHI '23: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3544549.3583830.
Full textGarcia, Raquel M. Crespo, Carlos Delgado Kloos, and Manuel Castro Gil. "Game based spelling learning." In 2008 IEEE Frontiers in Education Conference (FIE). IEEE, 2008. http://dx.doi.org/10.1109/fie.2008.4720619.
Full textSucena, Ana, Ana Filipa Silva, Cristina Garrido, Paulo Abreu, Joao Falcao Carneiro, and Maria Teresa Restivo. "Serious Game for reading and spelling skills." In 2019 5th Experiment Conference (exp.at'19). IEEE, 2019. http://dx.doi.org/10.1109/expat.2019.8876570.
Full textShan, Hongchang, Yu Liu, and Todor Stefanov. "A Simple Convolutional Neural Network for Accurate P300 Detection and Character Spelling in Brain Computer Interface." In Twenty-Seventh International Joint Conference on Artificial Intelligence {IJCAI-18}. California: International Joint Conferences on Artificial Intelligence Organization, 2018. http://dx.doi.org/10.24963/ijcai.2018/222.
Full textHernandez-Rebollar, José Luis, Ethar Ibrahim Elsakay, and José D. Alanís-Urquieta. "AcceleSpell, a gestural interactive game to learn and practice finger spelling." In the 10th international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1452392.1452428.
Full textRauschenberger, Maria, Silke Fuechsel, Luz Rello, Clara Bayarri, and Azuki Gòrriz. "A Game to Target the Spelling of German Children with Dyslexia." In the 17th International ACM SIGACCESS Conference. New York, New York, USA: ACM Press, 2015. http://dx.doi.org/10.1145/2700648.2811345.
Full textMugunthan, Tarun. "Fixing Spellings of Colloquial Words using a Crowd Based Game." In CSCW '20: Computer Supported Cooperative Work and Social Computing. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3406865.3418334.
Full textYamato, Erick Mitisugui, Ana Grasielle Dionisio Correa, and Valeria Farinazzo Martins. "AmarganA: A spelling game of the Portuguese language for use in mobile devices." In 2017 12th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, 2017. http://dx.doi.org/10.23919/cisti.2017.7975675.
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