The current study is an experimental digital game-based (DGBL) endeavor which tackles potential educational issues beyond the frequent use of games, language learning potentials in particular. It is characterized by a quantitative research design. The study aims at exploring the practical effects of videogame play, Trace Effect, on improving the players' communicative competence as sociocultural and strategic. It is hypothesized that playing videogame cannot create any difference of performance between groups of subject matters for improving English language learning. The study has concluded the followings; playing the videogame, Trace Effects, has formed the solely major cause of improvement and learning. Subjects in experiment group, compared to their counterparts, have witnessed giant changes in improving their sociocultural and strategic competence. Technology enables to create a friendly fascinating atmosphere under which the students can absorb much fun during and within taking different classes although the classes might sound big. Practicing virtual reality of the second/foreign language's culture has been the core point of interest for the players to absorb. It has contributed to increasing motivation towards learning, bringing back the importance of homework as a form of external extensive activity onto the ground, and forming semi-independent learning. Obtained from SPCC-Self-Perceived Communicative Competence, approach, the players have reiterated the incredible use of videogames for learning and improvement due to their better achievement records post the intervention.
Keyword: Communicative Competence, DGBL. P مرۆڤایەتییەکان انستە ز بۆ انکۆ ز گۆڤارى بەرگى. 23 ژمارە. ، 2 ساڵى ، 2029 293 Vol.23, No.2, 2019introduction, theoretical background, literature review, methodology, statistical, data analyses and their interpretation and concluded remarks.
Theoretical Background 2.1 Communicative CompetenceThe idea of communicative competence has literally dated back to a period where there was controversial over the mere unconvincing distinctions between the notion of both like competence and performance which was already been introduced by Chomsky (1965 cited in McCarthy and Carter, n.d. ), i.e., afterwards Chomsky has introduced the terms as competence and performance. Specifically, the emergence of Chomsky's terms has given rise to the emergence of widening the concept turning into communicative competence respectively. Moreover, it has been posited that communicative competence has the reciprocal functions as a methodological matter; that is, playing a crucial role as condition provider for its behavioral realization in the realm of language teaching and learning (McCarthy and Carter, n.d.;Brown, 2000) On the other hand, Savingnon (1983, cited in Brown, 2000 adds that the term communicative competence almost hardly accounts for an absolute successful functioning system of language use by speakers of different languages due mostly to the inadequate degrees of language use engagement by...