THE EFFECTS OF USING VIDEO GAMES AS A TOOL ON ENGLISH VOCABULARY ACQUISITION IN A UNIVERSITY CONTEXT
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info:eu-repo/semantics/openAccessCC0 1.0 Universalhttp://creativecommons.org/publicdomain/zero/1.0/Tarih
2022Üst veri
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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
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