مطالب مرتبط با کلیدواژه

game-based learning


۱.

Vocabulary Size and Flow Experience: Unexplored Realms of Game-Based Learning in Iranian EFL Programs

کلیدواژه‌ها: flow experience game-based learning massively multiplayer online role-playing games vocabulary size Test

حوزه‌های تخصصی:
تعداد بازدید : ۱۷۸ تعداد دانلود : ۱۷۴
In the past few years, there have been many studies about how game-based learning can help people learn languages. Since little research has been conducted on games in the Iranian EFL context, a deeper study of how games affect vocabulary size and flow is needed. The current study, conducted as a quasi-experimental research design with a pre- and posttest control group structure, investigated this effect by recruiting 60 Iranian intermediate EFL learners through a convenience sampling procedure and assigning them to experimental and control groups. The researchers utilized the EF Standard English Test (EF SET) to ascertain the proficiency level of the participants. Before the treatment phase, version A of Nation and Beglar’s (2007) vocabulary size test was given to both groups, and their vocabulary sizes were measured. The experimental group then participated in an eight-week massively multiplayer online role-playing game. The control group only received traditional, ordinary instruction. After this, version B of Nation and Beglar’s test was conducted. Along with this, learners’ flow experiences in the experimental group were measured through a questionnaire adopted from Egbert (2004). A comparison of the experimental and control groups suggested a statistically significant difference between the vocabulary sizes of learners in the experimental and control groups, whereby an increase in the vocabulary sizes of learners in the experimental group was witnessed. Moreover, flow was observed in 83% of the participants in the experimental group. Implications of the study, including using games in language instruction in the Iranian EFL setting, have been considered.
۲.

An Exploration into the Role of Pragmatic Learning Strategies and Gender in Game-based Group Dynamic Assessment(مقاله علمی وزارت علوم)

کلیدواژه‌ها: dynamic assessment game-based learning Gender L2 pragmatics Pragmatic strategies

حوزه‌های تخصصی:
تعداد بازدید : ۸ تعداد دانلود : ۱۰
In line with Vygotsky’s sociocultural theory (SCT) of mind, digital game-based language learning (DGBL) and dynamic assessment (DA) offer language learning opportunities via sociocultural engagement. This quantitative study explored the role of pragmatic learning strategies (PLSs) and gender in game-based group dynamic assessment. Our participants included thirty upper-intermediate EFL learners (15 males and 15 females) from two intact classes taking an English pragmatic course via game-based group dynamic assessment. Following a pre-test, treatment, and post-test design, the participants filled out a PLS inventory to identify the strategies for tackling L2 conversations in different situations. Besides, all learners were required to write reflective journals following each treatment session. Descriptive statistics and correlational analysis were employed to analyze the data. The findings indicated that the participants most widely used memory strategies, i.e., they relied more on memorizing and storing previous pragmatic knowledge. In addition, compensatory strategies were positive but weak predictors of the learners’ L2 pragmatic performance, and gender did not impact the learners’ use of different PLSs. The study’s limitation and its practical and pedagogical implications for educational policymakers, teacher education programs, and L2 instructors will be discussed in light of the posed research questions.