The Effect of Serious Mobile Games on Student English Vocabulary Acquisition and Attitude Toward English

dc.authoridKara, Nuri/0000-0002-0115-383X
dc.authorwosidKara, Nuri/E-1252-2017
dc.contributor.authorKara, Nuri
dc.date.accessioned2024-07-18T20:50:44Z
dc.date.available2024-07-18T20:50:44Z
dc.date.issued2022
dc.departmentİstanbul Bilgi Üniversitesien_US
dc.description.abstractThe main aim of this study was to explore the effect of the serious mobile game Jumo the Jumper on the vocabulary acquisition of primary school English as a foreign language (EFL) students and their attitudes toward an EFL course. The main research design of the study was a quasi-experimental design with nonequivalent control groups that included pre-test and post-test control groups. Twenty students in the experimental group played the serious mobile game aimed at teaching English vocabulary about the animals unit for four weeks, while 20 students in the control group received traditional, curriculum-based tuition. Based on the analysis of the independent sample t-test, the use of the serious mobile game Jumo the Jumper in primary school classrooms had a significant effect on the vocabulary acquisition of the students compared to traditional instruction. On the other hand, the serious mobile game did not have a significant effect on the students' attitudes toward the EFL course.en_US
dc.identifier.doi10.4018/IJCALLT.297203
dc.identifier.issn2155-7098
dc.identifier.issn2155-7101
dc.identifier.issue1en_US
dc.identifier.urihttps://doi.org/10.4018/IJCALLT.297203
dc.identifier.urihttps://hdl.handle.net/11411/8205
dc.identifier.volume12en_US
dc.identifier.wosWOS:000821780000006en_US
dc.identifier.wosqualityN/Aen_US
dc.indekslendigikaynakWeb of Scienceen_US
dc.language.isoenen_US
dc.publisherIgi Globalen_US
dc.relation.ispartofInternational Journal of Computer-Assisted Language Learning and Teachingen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectAttitudesen_US
dc.subjectEnglishen_US
dc.subjectForeign Languageen_US
dc.subjectLanguage Learningen_US
dc.subjectMobile Gameen_US
dc.subjectPrimary Schoolen_US
dc.subjectSerious Gameen_US
dc.subjectVocabulary Acquisitionen_US
dc.subjectEducationen_US
dc.subjectMotivationen_US
dc.subjectK-12en_US
dc.titleThe Effect of Serious Mobile Games on Student English Vocabulary Acquisition and Attitude Toward English
dc.typeArticle

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