THE EFFECTS OF USING VIDEO GAMES AS A TOOL ON ENGLISH VOCABULARY ACQUISITION IN A UNIVERSITY CONTEXT

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2022

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ÇAĞ ÜNİVERSİTESİ Sosyal Bilimler Enstitüsü

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info:eu-repo/semantics/openAccess
CC0 1.0 Universal

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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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