Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games

The present study examined e-learning enjoyment to see if it could predict high school students’ vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL s...

Full description

Bibliographic Details
Main Authors: Mohsen Ebrahimzadeh, Sepideh Alavi
Format: Article
Language:English
Published: Taylor & Francis Group 2016-12-01
Series:Cogent Education
Subjects:
Online Access:http://dx.doi.org/10.1080/2331186X.2016.1255400
id doaj-ed43665360474e9082c21dad13078e43
record_format Article
spelling doaj-ed43665360474e9082c21dad13078e432021-02-18T10:11:03ZengTaylor & Francis GroupCogent Education2331-186X2016-12-013110.1080/2331186X.2016.12554001255400Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video gamesMohsen Ebrahimzadeh0Sepideh Alavi1Shiraz UniversityShiraz UniversityThe present study examined e-learning enjoyment to see if it could predict high school students’ vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12–18) randomly assigned to two treatments: Players, who were exposed to the vocabulary through playing a digital video game and Watchers, who watched two classmates play the same game. After the treatments (one session a week for five weeks), an e-learning enjoyment scale and a vocabulary posttest were administered. Also, researcher field notes were written down. Data analysis involved t tests, ANOVAs, and a standard multiple regression. The results indicated that e-learning enjoyment significantly predicted the variance in game-enhanced vocabulary learning. There was no significant difference between Players and Watchers. It is concluded that enjoyment could help students keep up through the sustained, long-term process of language learning by motivating them. Also, the findings help identify better suited commercial video games for educational purposes and design more useful educational video games.http://dx.doi.org/10.1080/2331186X.2016.1255400digital video gamesgame-based language learningvocabulary learninge-learning enjoymentlanguage learning motivation
collection DOAJ
language English
format Article
sources DOAJ
author Mohsen Ebrahimzadeh
Sepideh Alavi
spellingShingle Mohsen Ebrahimzadeh
Sepideh Alavi
Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games
Cogent Education
digital video games
game-based language learning
vocabulary learning
e-learning enjoyment
language learning motivation
author_facet Mohsen Ebrahimzadeh
Sepideh Alavi
author_sort Mohsen Ebrahimzadeh
title Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games
title_short Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games
title_full Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games
title_fullStr Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games
title_full_unstemmed Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games
title_sort motivating efl students: e-learning enjoyment as a predictor of vocabulary learning through digital video games
publisher Taylor & Francis Group
series Cogent Education
issn 2331-186X
publishDate 2016-12-01
description The present study examined e-learning enjoyment to see if it could predict high school students’ vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12–18) randomly assigned to two treatments: Players, who were exposed to the vocabulary through playing a digital video game and Watchers, who watched two classmates play the same game. After the treatments (one session a week for five weeks), an e-learning enjoyment scale and a vocabulary posttest were administered. Also, researcher field notes were written down. Data analysis involved t tests, ANOVAs, and a standard multiple regression. The results indicated that e-learning enjoyment significantly predicted the variance in game-enhanced vocabulary learning. There was no significant difference between Players and Watchers. It is concluded that enjoyment could help students keep up through the sustained, long-term process of language learning by motivating them. Also, the findings help identify better suited commercial video games for educational purposes and design more useful educational video games.
topic digital video games
game-based language learning
vocabulary learning
e-learning enjoyment
language learning motivation
url http://dx.doi.org/10.1080/2331186X.2016.1255400
work_keys_str_mv AT mohsenebrahimzadeh motivatingeflstudentselearningenjoymentasapredictorofvocabularylearningthroughdigitalvideogames
AT sepidehalavi motivatingeflstudentselearningenjoymentasapredictorofvocabularylearningthroughdigitalvideogames
_version_ 1724263721667133440