A Corpus-Based Study of English vocabulary to create a Karuta Card game, based on Part 2 (Question-Response) of the TOEIC listening test
รหัสดีโอไอ
Creator Nipawan Navawatana
Title A Corpus-Based Study of English vocabulary to create a Karuta Card game, based on Part 2 (Question-Response) of the TOEIC listening test
Contributor Kyle Nathan Kohler
Publisher Faculty of Humanities and Social Sciences, Pibulsongkram Rajabhat University
Publication Year 2569
Journal Title Aksara Pibul Journal
Journal Vol. 7
Journal No. 1
Page no. 1-30
Keyword TOEIC listening test, General Service List, Academic Word List, Outside Word List, Karuta card game
URL Website https://so02.tci-thaijo.org/index.php/APBJ/
Website title วารสารอักษราพิบูล
ISSN 3027-6144 (Online)
Abstract This research aimed to compile, categorize, and analyze the vocabulary found in Part 2 (Question–Response) of mock TOEIC listening tests to assess the lexical difficulty according to the Common European Framework of Reference for Languages (CEFR), and to apply the vocabulary obtained from Objective 1 to the development of game-based learning (GBL) English instructional materials (Karuta card game). The findings revealed a total of 1,587 content words, most of which appeared in the General Service List (GSL). On average, the identified vocabulary corresponded to the CEFR B1 level of lexical difficulty. The vocabulary in this study was classified into 987 words in the General Service List (GSL), consisting of 686 words at the K1 level and 301 words at the K2 level; 409 words in the Outside Word List (OWL); and 191 words in the Academic Word List (AWL). Most of the vocabulary appearing in these lists was categorized at the B1 level. In addition, the questions created for the Karuta card game incorporated vocabulary from the GSL K1 word list, which was compiled as part of this study from several sets of mock tests of Part 2 (Question–Response).
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