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...
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2016-12-01
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Online Access: | http://dx.doi.org/10.1080/2331186X.2016.1255400 |
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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 |
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