2022
DOI: 10.17244/eku.982955
|View full text |Cite
|
Sign up to set email alerts
|

Integrating Commercial-off-the-Shelf Games into Language Classroom: PCaRD Experience of Two English Language Teachers

Abstract: Article InfoThis study aims to investigate two English language teachers' perspectives on adopting a game-enhanced language learning intervention that was designed according to the PCaRD framework. For this purpose, a semi-structured interview protocol and researcher memos were utilized as data collection tools, and the data were subjected to thematic analysis. The results of the study indicated that the game-enhanced activities integrated into the curriculum were effective in promoting students' foreign langu… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
3

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(2 citation statements)
references
References 54 publications
0
2
0
Order By: Relevance
“…This outcome is consistent with a number of earlier studies. The usage of digital instructional games in the classroom has a favorable impact on students' attitudes, motivation, and success (Çoklar & Sabırlı, 2020;Musaoğlu & Çakır, 2022). Similarly, Çokyaman and Şimşek (2022) stated that digital educational games enable students to learn by entertaining them and this positively affects their attitudes.…”
Section: Discussionmentioning
confidence: 99%
“…This outcome is consistent with a number of earlier studies. The usage of digital instructional games in the classroom has a favorable impact on students' attitudes, motivation, and success (Çoklar & Sabırlı, 2020;Musaoğlu & Çakır, 2022). Similarly, Çokyaman and Şimşek (2022) stated that digital educational games enable students to learn by entertaining them and this positively affects their attitudes.…”
Section: Discussionmentioning
confidence: 99%
“…Online education in a more general sense, but also in relation to flipped learning (e.g., Ekmekçi, 2017; Girgin & Cabaroğlu, 2021; Gürlüyer & Elkılıç, 2020), multimedia learning (e.g., Cananoğlu & Akpınar, 2022; Onat, 2018; Yeşildağ & Sadık, 2021), Massive Open Online Course (MOOC) (Yaşar, 2020), telecollaboration (Akayoğlu et al, 2022; Sarıcaoğlu, 2021), and digital game based learning (e.g., Alyaz & Genç, 2016; Musaoğlu-Aydın & Akkuş-Çakır, 2022) have been within the research interests of Turkey-based scholars in recent years. Ekmekçi (2017) and Alyaz and Genç (2016), for instance, both found positive learning outcomes and positive learner attitudes when it comes to flipped learning and digital game-based language learning pedagogy, respectively.…”
Section: Classroom Processes and Instructional Practicesmentioning
confidence: 99%