Abstract:The purpose of this research was to investigate the effectiveness of computer games in learning English as a foreign language and the extent to which they increase motivation in young students. More particularly, this research investigated the validity of the hypothesis that computer games are a particularly motivating means for young students to learn English vocabulary effectively in comparison to other approaches suggested by the Greek National Curriculum. The grade, in which this research was conducted, wa… Show more
“…A number of authors have researched the effect of MGBLLAs on EFL teaching and learning from the perspective of learners' motivation (Alamer, 2016;Avila, 2015;Beserra et al, 2017;Cam & Tran, 2017;De Freitas, 2006;Ebrahimzadeh & Alavi, 2016;Gozcu & Caganaga, 2016;Vasileiadou & Makrina, 2017;Saha & Singh, 2016). In their study of the (SoLoMo) game-based application, Lin et al's (2018) experimental group, which used the gaming application recorded better learning outcomes and increased motivation.…”
Section: Utilizing Mgbllas To Enhance Efl Learning Motivationmentioning
This study examines the effect of integrating mobile-game based language learning applications (MGBLLAs) on Saudi female English as a Foreign Language (EFL) students' motivation to learn English. It explores the perceptions of students regarding the pedagogical value of the following free MGBLLAs: Game books: Great Reader, Game to learn English -EnglishTracker, and Learn English Vocabulary Pop Quiz. A group of thirty Saudi female beginner level students, aged from 18-20 years old and enrolled for their foundation year at King Abdulaziz University (KAU) participated in the study. The study was carried out over a seven week period. Data were collected using two questionnaires. A pre-MGBLLAs integration questionnaire was modified to determine students' motivations for learning English. A post-MGBLLAs integration questionnaire designed by the author was also issued. It was utilized to explore the perceptions of students regarding the use of the three mobile game-based language learning apps, and to discover any impact on learner motivation. The results of the pre-MGBLLAs integration revealed that the EFL students were motivated to learn English. However, their motivation was high instrumental motivation, because it is taught as a compulsory course in their foundation year and they must achieve high scores to be able to start studying their preferred major. Significantly, the findings of the post-MGBLLAs integration questionnaire revealed that students perceived the three apps as beneficial for learning and improving motivation. These results contribute to the literature regarding mobile game based learning, and EFL students' motivation.
“…A number of authors have researched the effect of MGBLLAs on EFL teaching and learning from the perspective of learners' motivation (Alamer, 2016;Avila, 2015;Beserra et al, 2017;Cam & Tran, 2017;De Freitas, 2006;Ebrahimzadeh & Alavi, 2016;Gozcu & Caganaga, 2016;Vasileiadou & Makrina, 2017;Saha & Singh, 2016). In their study of the (SoLoMo) game-based application, Lin et al's (2018) experimental group, which used the gaming application recorded better learning outcomes and increased motivation.…”
Section: Utilizing Mgbllas To Enhance Efl Learning Motivationmentioning
This study examines the effect of integrating mobile-game based language learning applications (MGBLLAs) on Saudi female English as a Foreign Language (EFL) students' motivation to learn English. It explores the perceptions of students regarding the pedagogical value of the following free MGBLLAs: Game books: Great Reader, Game to learn English -EnglishTracker, and Learn English Vocabulary Pop Quiz. A group of thirty Saudi female beginner level students, aged from 18-20 years old and enrolled for their foundation year at King Abdulaziz University (KAU) participated in the study. The study was carried out over a seven week period. Data were collected using two questionnaires. A pre-MGBLLAs integration questionnaire was modified to determine students' motivations for learning English. A post-MGBLLAs integration questionnaire designed by the author was also issued. It was utilized to explore the perceptions of students regarding the use of the three mobile game-based language learning apps, and to discover any impact on learner motivation. The results of the pre-MGBLLAs integration revealed that the EFL students were motivated to learn English. However, their motivation was high instrumental motivation, because it is taught as a compulsory course in their foundation year and they must achieve high scores to be able to start studying their preferred major. Significantly, the findings of the post-MGBLLAs integration questionnaire revealed that students perceived the three apps as beneficial for learning and improving motivation. These results contribute to the literature regarding mobile game based learning, and EFL students' motivation.
“…Pupils are always eager to play games while learning when they successfully operating the games. Vasileiadou and Makrina (2017) confirmed that games are motivating and it is an effective resource. The resource will assist the pupils in improving ESL vocabulary and keep them interested with full of excitement (Vasileiadou & Makrina, 2017).…”
Pupils are exposed to technology ever since early age. Online games are one of the widely used leisure activities yet an amusing and exciting medium of learning to learners especially among primary school pupils. It is undeniable that learning second language is challenging. In learning the language, vocabulary learning is important as it is part of the language. As a young learner, pupil still need to apprehend and views English as an important language. Teachers need to persuade the pupils in learning second language but one of the most crucial problems is that pupils are lack of vocabulary. So online games expectantly will help pupils to learn vocabulary unconditionally. This paper discusses pupils' perception on online games for ESL vocabulary learning. The aim of this paper is to review the relationship between learning vocabulary through online games in ESL language classes. Significantly, pupils will be able to come across new words through games with pleasure. Future research can look into any potential gap that might exist to learn ESL vocabulary successfully.
“…Scientific textbooks have been written on using games on learning target language vocabulary (Vasileiadou & Makrina, 2017). Likewise, Ashraf et al (2014) deal with games' effect on children's vocabulary learning.…”
Educational games play an essential role in the life of the new generation. Although there are many criticisms, many studies focus on the importance of educational games in improving EFL vocabulary learning of early childhood students with learning disabilities in the target language. Researchers have begun to research how games are used in class to enhance vocabulary learning. This paper investigates the effects of educational games on EFL vocabulary learning of early childhood students with learning disabilities based on a literature review. Many studies focus on educational games' effect on various aspects of education. This concept paper aims to shed light on some of the benefits of games and the challenges teachers and early childhood children face in using educational games. This paper's results show that games are used not only for the success of early childhood students with learning disabilities in EFL classes but, more importantly, to motivate them and increase cooperation between children. Additionally, the results indicate that there are advantages and disadvantages of using games to learn English vocabulary.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.