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dc.contributor.authorÜNALOĞLU, Kadir
dc.date.accessioned2022-12-21T10:40:50Z
dc.date.available2022-12-21T10:40:50Z
dc.date.issued2022en_US
dc.date.submitted2022
dc.identifier.urihttps://hdl.handle.net/20.500.12507/1840
dc.description.abstractThis study was carried out in order to examine the expected changes in English vocabulary and the perceptions of university students who are gamers at the same time. A specific video game genre which was new to the participants of this study was used in this study: RPG. To answer the research questions, a vocabulary test was designed to employ in this study. In addition to this, Wilcoxon Signed Rank Test by Frank Wilcoxon and semi-structured interviews were used. The vocabulary test was created using a vocabulary pool of 860 words and expressions that repeats in the video game that was used as a tool in this study and was created according to the 5 principles in the work of Brown and Abeywickrama. 10 Semi-structured interview questions were created and used to collect data about the participants' perceptions of the process and the game they played for 8 weeks. Wilcoxon Signed Rank Test was applied to the pre-test and post-test results of the participants in order to see if there was a significant difference between the experimental group and the control groupen_US
dc.language.isoengen_US
dc.publisherÇAĞ ÜNİVERSİTESİ Sosyal Bilimler Enstitüsüen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.rightsCC0 1.0 Universal*
dc.rights.urihttp://creativecommons.org/publicdomain/zero/1.0/*
dc.titleTHE EFFECTS OF USING VIDEO GAMES AS A TOOL ON ENGLISH VOCABULARY ACQUISITION IN A UNIVERSITY CONTEXTen_US
dc.title.alternativeBİLGİSAYAR OYUNLARININ ÜNİVERSİTE BAĞLAMINDA BİR ARAÇ OLARAK KULLANIMININ İNGİLİZCE KELİME KAZANIMINA ETKİLERİen_US
dc.typeartThesisen_US
dc.contributor.departmentYabancı Diller Yüksekokuluen_US
dc.relation.publicationcategoryTezen_US


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