dc.contributor.author | ÜNALOĞLU, Kadir | |
dc.date.accessioned | 2022-12-21T10:40:50Z | |
dc.date.available | 2022-12-21T10:40:50Z | |
dc.date.issued | 2022 | en_US |
dc.date.submitted | 2022 | |
dc.identifier.uri | https://hdl.handle.net/20.500.12507/1840 | |
dc.description.abstract | This 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 group | en_US |
dc.language.iso | eng | en_US |
dc.publisher | ÇAĞ ÜNİVERSİTESİ Sosyal Bilimler Enstitüsü | en_US |
dc.rights | info:eu-repo/semantics/openAccess | en_US |
dc.rights | CC0 1.0 Universal | * |
dc.rights.uri | http://creativecommons.org/publicdomain/zero/1.0/ | * |
dc.title | THE EFFECTS OF USING VIDEO GAMES AS A TOOL ON ENGLISH VOCABULARY ACQUISITION IN A UNIVERSITY CONTEXT | en_US |
dc.title.alternative | BİLGİSAYAR OYUNLARININ ÜNİVERSİTE BAĞLAMINDA BİR ARAÇ OLARAK KULLANIMININ İNGİLİZCE KELİME KAZANIMINA ETKİLERİ | en_US |
dc.type | artThesis | en_US |
dc.contributor.department | Yabancı Diller Yüksekokulu | en_US |
dc.relation.publicationcategory | Tez | en_US |