Literaturnachweis - Detailanzeige
Autor/inn/en | Gunel, Emre; Top, Ercan |
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Titel | Effects of Educational Video Games on English Vocabulary Learning and Retention |
Quelle | In: International Journal of Technology in Education, 5 (2022) 2, S.333-350 (19 Seiten)
PDF als Volltext |
Zusatzinformation | ORCID (Gunel, Emre) ORCID (Top, Ercan) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 2689-2758 |
Schlagwörter | Educational Games; Video Games; Vocabulary Development; Retention (Psychology); Middle School Students; Role Playing; Direct Instruction; Student Attitudes; Grade 6; Grade 7; Vocabulary Skills; Second Language Learning; English (Second Language) Educational game; Lernspiel; Video game; Videospiel; Videospiele; Wortschatzarbeit; Merkfähigkeit; Middle school; Middle schools; Student; Students; Mittelschule; Mittelstufenschule; Schüler; Schülerin; Rollenspiel; Direct instructional procedues; Direct instructional approach; Unterrichtsverfahren; Schülerverhalten; School year 06; 6. Schuljahr; Schuljahr 06; School year 07; 7. Schuljahr; Schuljahr 07; Aktiver Wortschatz; Zweitsprachenerwerb; English as second language; English; Second Language; Englisch als Zweitsprache |
Abstract | This study aims to integrate video games into classrooms not as a replacement for regular lessons but as supplementary materials under the teacher's supervision. To this extent, the researcher created an educational English learning video game specifically modeled on the students' real lives. Ninety-six middle school students, 48 in the control group and 48 in the experimental group, participated in the study. While follow-up activities were used in the control group and the regular classroom teaching, students in the experimental group played the educational game under the teacher's supervision with no follow-up activities. Pre, post, and retention achievement tests were applied to the students. Semi-structured interviews were also conducted with 18 students from the experimental group. The results showed that the experimental group's vocabulary learning and retention were significantly higher than the control group. Also, the views of the students on English lessons and games based on their lives were promising. By considering the achievement test and students' views on the game developed, it can be said that the game in the study includes educational features as well as the basic features of the games. (As Provided). |
Anmerkungen | International Society for Technology, Education, and Science. ISTES Organization, Monument, CO 80132. e-mail: istesorganization@gmail.com; e-mail: ijteoffice@gmail.com; Web site: https://www.ijte.net/index.php/ijte/about |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |