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A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition
This research aimed to explore the views of 8(th) grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 appli...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10061374/ https://www.ncbi.nlm.nih.gov/pubmed/37361816 http://dx.doi.org/10.1007/s10639-023-11756-y |
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author | Kazu, İbrahim Yaşar Kuvvetli, Murat |
author_facet | Kazu, İbrahim Yaşar Kuvvetli, Murat |
author_sort | Kazu, İbrahim Yaşar |
collection | PubMed |
description | This research aimed to explore the views of 8(th) grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a triangulation method in which the results of a quasi-experiment and the metaphorical perceptions of the learners were obtained. The results of the tests were recorded at two-week intervals, and students’ reactions to the results were collected using a data collection tool. The study used a pre-test, post-test, and control group design. The experimental and control groups took a pre-test before the study began. The experimental group then practiced vocabulary using Quizziz, while the control group practiced vocabulary by memorizing it in their mother tongue. The post-test results showed significant differences between the control and experimental groups. In addition, content analysis was used to analyse the data, with metaphors being grouped and frequencies calculated. The students generally expressed positive views on digital game-based EFL, stating that it was highly successful and that in-game power-ups, competing with other students, and receiving rapid feedback improved their motivation. |
format | Online Article Text |
id | pubmed-10061374 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-100613742023-03-30 A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition Kazu, İbrahim Yaşar Kuvvetli, Murat Educ Inf Technol (Dordr) Article This research aimed to explore the views of 8(th) grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a triangulation method in which the results of a quasi-experiment and the metaphorical perceptions of the learners were obtained. The results of the tests were recorded at two-week intervals, and students’ reactions to the results were collected using a data collection tool. The study used a pre-test, post-test, and control group design. The experimental and control groups took a pre-test before the study began. The experimental group then practiced vocabulary using Quizziz, while the control group practiced vocabulary by memorizing it in their mother tongue. The post-test results showed significant differences between the control and experimental groups. In addition, content analysis was used to analyse the data, with metaphors being grouped and frequencies calculated. The students generally expressed positive views on digital game-based EFL, stating that it was highly successful and that in-game power-ups, competing with other students, and receiving rapid feedback improved their motivation. Springer US 2023-03-30 /pmc/articles/PMC10061374/ /pubmed/37361816 http://dx.doi.org/10.1007/s10639-023-11756-y Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2023, Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Article Kazu, İbrahim Yaşar Kuvvetli, Murat A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition |
title | A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition |
title_full | A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition |
title_fullStr | A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition |
title_full_unstemmed | A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition |
title_short | A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition |
title_sort | triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10061374/ https://www.ncbi.nlm.nih.gov/pubmed/37361816 http://dx.doi.org/10.1007/s10639-023-11756-y |
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