Please use this identifier to cite or link to this item: http://202.28.34.124/dspace/handle123456789/3362
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dc.contributorSirathee Teemueangsaien
dc.contributorสิรธีร์ ตีเมืองซ้ายth
dc.contributor.advisorApisak Sukyingen
dc.contributor.advisorอภิศักดิ์ สุขยิ่งth
dc.contributor.otherMahasarakham Universityen
dc.date.accessioned2026-04-02T11:40:09Z-
dc.date.available2026-04-02T11:40:09Z-
dc.date.created2025
dc.date.issued19/5/2025
dc.identifier.urihttp://202.28.34.124/dspace/handle123456789/3362-
dc.description.abstractThis study explores the impact of drawing games on second language (L2) vocabulary knowledge among Thai EFL learners using a quasi-experimental design with pre-test, post-test, and delayed post-test measures. Forty ninth-grade students from two intact classes were assigned to an experimental group, which engaged in drawing-based vocabulary activities, or a control group, which received traditional vocabulary instruction. Vocabulary knowledge was assessed through four test types: passive recognition, active recognition, passive recall, and active recall. Independent samples t-tests compared pre-test and post-test scores, while repeated measures ANOVA examined performance trends across testing phases. Post-hoc analyses identified significant differences among test types. The experimental group significantly outperformed the control group across all test types, with post-hoc analyses confirming a continuum of difficulty, where active recall was the most challenging (x̄ = 1.84), followed by passive recall (x̄ = 3.28), active recognition (x̄ = 13.5), and passive recognition (x̄ = 14.9). Delayed post-test results indicated that the experimental group (x̄ = 39.71) retained significantly more vocabulary than the control group (x̄ = 22.16), highlighting the long-term benefits of drawing games for vocabulary retention. Additionally, questionnaire and focus group interviews showed overwhelmingly positive perceptions, with students finding drawing games engaging and enjoyable, though some reported occasional confusion in interpreting drawings. These findings provide strong evidence that drawing games enhance L2 vocabulary acquisition, particularly in strengthening form-meaning connections, retention, and engagement. The study suggests that integrating drawing-based activities into EFL instruction can foster deeper vocabulary learning while creating a more interactive classroom environment.en
dc.description.abstract-th
dc.language.isoen
dc.publisherMahasarakham University
dc.rightsMahasarakham University
dc.subjectvocabulary knowledgeen
dc.subjectdrawing gamesen
dc.subjectpassive vocabulary knowledgeen
dc.subjectactive vocabulary knowledgeen
dc.subjectretentionen
dc.subjectperceptionsen
dc.subjectThai EFL secondary school studentsen
dc.subject.classificationArts and Humanitiesen
dc.subject.classificationEducationen
dc.subject.classificationEducation scienceen
dc.titleUsing Drawing Games to Enhance Second Language Vocabulary Knowledge in Thai EFL Learnersen
dc.titleการใช้เกมวาดภาพเพื่อพัฒนาความรู้ทางด้านคำศัพท์ภาษาที่สองของนักเรียนไทยที่เรียนภาษาอังกฤษในฐานะภาษาต่างประเทศth
dc.typeThesisen
dc.typeวิทยานิพนธ์th
dc.contributor.coadvisorApisak Sukyingen
dc.contributor.coadvisorอภิศักดิ์ สุขยิ่งth
dc.contributor.emailadvisorapisak.s@msu.ac.th
dc.contributor.emailcoadvisorapisak.s@msu.ac.th
dc.description.degreenameMaster of Education (M.Ed.)en
dc.description.degreenameการศึกษามหาบัณฑิต (กศ.ม.)th
dc.description.degreelevelMaster's Degreeen
dc.description.degreelevelปริญญาโทth
dc.description.degreedisciplineDepartment of Western Languages and Linguisticsen
dc.description.degreedisciplineภาควิชาภาษาตะวันตกและภาษาศาสตร์th
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