2015
DOI: 10.1177/0735633115600806
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Japanese Students’ Perceptions of Digital Game Use for English-Language Learning in Higher Education

Abstract: Researchers investigated perceptions of Japanese college students toward the use of digital games in English-language learning. The study was conducted at one large private university in Japan. Undergraduate students who were enrolled in 14 English-language courses were invited to complete a paper-based survey during class time. The survey included the following constructs: ease of use, learning opportunities, experience, preferences, and actual use. Participants were also invited to share potential advantages… Show more

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Cited by 41 publications
(37 citation statements)
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References 40 publications
(62 reference statements)
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“…In Fu et al (2016) review, despite GBL providing a motivating and enjoyable experience, there is a lack of strong evidence to show that games lead to effective learning outcomes. In some cases, there is inconsistency in student views regarding the integration of online games as a positive learning method (Bolliger, 2015). Similar views are supported by some researchers, who acknowledge students' and educators' hesitation towards virtual simulations and serious games, but they insist on the inclusion of games into course material, and on instructors' familiarization with their use (Kapralos et al, 2011).…”
Section: Knowledge Acquisitionmentioning
confidence: 85%
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“…In Fu et al (2016) review, despite GBL providing a motivating and enjoyable experience, there is a lack of strong evidence to show that games lead to effective learning outcomes. In some cases, there is inconsistency in student views regarding the integration of online games as a positive learning method (Bolliger, 2015). Similar views are supported by some researchers, who acknowledge students' and educators' hesitation towards virtual simulations and serious games, but they insist on the inclusion of games into course material, and on instructors' familiarization with their use (Kapralos et al, 2011).…”
Section: Knowledge Acquisitionmentioning
confidence: 85%
“…The use of games seems to decrease opportunities for peer interaction and communication with instructors (Bolliger et al, 2015), whereas playing individually is sometimes considered better than working in a team (Merchant et al, 2014). Also, in some cases, games and simulations through collaborative activities distract students and hinder learning (Dankbaar et al, 2016).…”
Section: Discussionmentioning
confidence: 99%
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