Literaturnachweis - Detailanzeige
Autor/inn/en | Ebrahimzadeh, Mohsen; Alavi, Sepideh |
---|---|
Titel | Motivating EFL Students: E-Learning Enjoyment as a Predictor of Vocabulary Learning through Digital Video Games |
Quelle | In: Cogent Education, 3 (2016) 1, Artikel 1255400 (14 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 2331-186X |
DOI | 10.1080/2331186X.2016.1255400 |
Schlagwörter | English (Second Language); English Language Learners; Student Attitudes; High School Students; Vocabulary Development; Video Games; Technology Uses in Education; Educational Technology; Males; Randomized Controlled Trials; Pretests Posttests; Predictor Variables; Foreign Countries; Teaching Methods; Statistical Analysis; Iran English as second language; English; Second Language; Englisch als Zweitsprache; Schülerverhalten; High school; High schools; Student; Students; Oberschule; Schüler; Schülerin; Studentin; Wortschatzarbeit; Video game; Videospiel; Videospiele; Technology enhanced learning; Technology aided learning; Technologieunterstütztes Lernen; Unterrichtsmedien; Male; Männliches Geschlecht; Prädiktor; Ausland; Teaching method; Lehrmethode; Unterrichtsmethode; Statistische Analyse |
Abstract | The present study examined e-learning enjoyment to see if it could predict high school students' vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12-18) randomly assigned to two treatments: Players, who were exposed to the vocabulary through playing a digital video game and Watchers, who watched two classmates play the same game. After the treatments (one session a week for five weeks), an e-learning enjoyment scale and a vocabulary posttest were administered. Also, researcher field notes were written down. Data analysis involved t tests, ANOVAs, and a standard multiple regression. The results indicated that e-learning enjoyment significantly predicted the variance in game-enhanced vocabulary learning. There was no significant difference between Players and Watchers. It is concluded that enjoyment could help students keep up through the sustained, long-term process of language learning by motivating them. Also, the findings help identify better suited commercial video games for educational purposes and design more useful educational video games. (As Provided). |
Anmerkungen | Cogent OA. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |