مطالب مرتبط با کلیدواژه

digital game


۱.

The Effect of Mnemonic Technique and Digital Game-Based Task on Teaching Vocabulary to Iranian EFL Students through Distance Education

کلیدواژه‌ها: digital game Distance education LEARNING mnemonic Vocabulary

حوزه های تخصصی:
تعداد بازدید : ۹۹ تعداد دانلود : ۹۱
The purpose of this study was to provide additional research to investigate the effects of mnemonic techniques and digital game-based task on teaching vocabulary to Iranian EFL students through distance education. To that end, a quasi-experimental research method with a pretest posttest non-equivalent control group design was used . The participants of the study were 75 pre-intermediate EFL learners and were chosen from among female learners. After homogenizing the participants through the Oxford Placement Test (OPT), the vocabulary knowledge test (VKS), developed by Wesche and Paribakht (1996), was used as the pretest and the posttest. For measuring the reliability of the test, it was piloted with thirty students who were similar to main sample of the study, which was found to be acceptable in terms of Cronbach’s alpha. The only difference between the pretest and posttest was the order of the items to diminish the practice effect. Then the participants were randomly divided into three equal groups of 25 (two experimental groups and one control group). During a 30-day teaching period, students in the experimental groups were taught English vocabulary using mnemonic and digital game while students in the control group were taught lessons using the traditional methods. After 7 sessions, a posttest of vocabulary was administered. Results of data analysis showed that mnemonic and digital game-based task techniques had a significant effect on teaching vocabulary to Iranian EFL students through distance education. However, no statistically significant difference was found between the effects of the two techniques. The findings of this research may have implications for EFL learners, teachers and curriculum designers.
۲.

A descriptive-analytical study of the Open-World Game Design "Grand Theft Auto V and online version" with an emphasis on Role-Playing Capabilities

کلیدواژه‌ها: digital game grand theft auto open-world Police role-playing servers

حوزه های تخصصی:
تعداد بازدید : ۵۵ تعداد دانلود : ۶۷
One of the main features of open-world games is the non-linear process, the existence of multiple ways to achieve goals, the noticeable presence of cultural elements, the impact of the game space on world-famous cities, and the significant use of artificial intelligence. This research after examining the concept of "open world" in digital games and the development of this design model by using of case study and participant observation, with a critical and skeptical look at the realization of the game world of "Grand Theft Auto V and online version", especially in the context of the existence of multiple paths, seeks to achieve the main goals. The results of this study indicate that the open world of the game "Grand Theft Auto" is limited and enclosed by the design of the structure, storylines, characters, scenarios, rewards, punishments, racial discrimination, and sexual preferences. Despite the definition of normal and common professions and jobs in the game environment, such as buying and selling automobiles, investing in the stock market, medicine, working in the transportation system, and store management, the main goals are only through the income from membership in mafia groups, extensive trade in materials. Drugs and organized robberies are attainable, and role-playing in the position of the police is also associated with many obstacles and challenges, limited powers, few initiatives, a high degree of difficulty, and little attraction.