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The effects of a game-enhanced language learning intervention on students`L2 development and L2 motivational self-system

Authors: Musaoğlu Aydin, Seda;

The effects of a game-enhanced language learning intervention on students`L2 development and L2 motivational self-system

Abstract

Araştırmayla oyun tabanlı dil öğrenmenin İngilizceyi yabancı dil olarak öğrenen öğrencilerin dil öğrenmelerine ve dil öğrenmeye yönelik motivasyonlarına etkilerinin incelenmesi amaçlanmıştır. Yarı deneysel desen uygulanan araştırmanın çalışma grubunu özel bir üniversitede İngilizceyi yabancı dil olarak öğrenen 76 öğrenci oluşturmuştur. Araştırmanın yürütüldüğü 10 haftalık süreçte deney grubunda (N=38) oyun tabanlı dil öğrenme programı, kontrol grubunda (N=38) geleneksel öğretim yöntemi uygulanmıştır. Deney grubundaki öğrencilerden öğretim süreçlerinin bir parçası olarak Life is Strange isimli oyunu oynamaları istenmiş ve haftada bir saat PCaRD teorisi ile uyumlu etkinlikler sınıfta yapılmıştır. Araştırmanın nitel boyutunda veriler, dönemin başında ve sonunda bir başarı testinin (TOEFL ITP) ve ikinci dil motivasyonal benlik sistemi anketinin deney ve kontrol gruplarına uygulanmasıyla elde edilmiştir. Nitel boyutunda ise veriler, yarı yapılandırılmış form kullanılarak deney grubundan 7 öğrenciyle yapılan görüşmelerle elde edilmiştir. Araştırmanın bulgularına göre deney grubunun ve kontrol grubunun başarı testi puanları arasında ve ikinci dil motivasyonal benlik sistemi puanları arasında fark yoktur. Diğer yandan, katılımcıların oyun entegrasyonuna yönelik tutumlarının olumlu olduğu bulgulanmıştır. Araştırma sonucunda, katılımcılar oyun oynamanın ve öğretim programında oyuna yer verilmesinin kelime ve günlük dile ait ifadeler başta olmak üzere yoğun dil girdisi sağladığını ve dil öğrenme sürecinde motivasyonlarını arttırdığını belirtmişlerdir. Anahtar Sözcükler: Oyun Tabanlı Dil Öğrenme, İkinci Dil Öğrenimi, İkinci Dil Motivasyonal Benlik Sistemi, PCaRD

The purpose of this study is to investigate the effectiveness of a game-enhanced language learning intervention on language learning and on the development of L2 motivational self-system of EFL students. The study employed a quasi-experiment design with 76 EFL students at a private university. The experimental group (N=38) participated in a game-enhanced language learning program for 10 weeks, whereas the control group (N=38) received traditional instruction. Students in the experimental group were asked to play the game Life is Strange as a part of their instruction and classroom activities designed along the PCaRD were conducted an hour per week. For the quantitative data an achievement test (TOEFL ITP) and L2 motivational self-system questionnaire was implemented with both the experimental and control group at the beginning and end of the semester. The qualitative data were gathered from 7 students from the experimental group via semi-structured interviews. The findings of the study indicated that even though there was no significant difference between control and experimental group regarding both the achievement exam and L2 motivational self-system questionnaire, the participants had quite positive attitudes toward game integration. Overall, the participants suggested that game play and its integration provided them with a great amount of language input, especially vocabulary and daily expressions, and it was motivating for their language learning process. Keywords: Game-Enhanced Language Learning, Second Language Learning, L2 Motivational Self-System, PCaRD

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Keywords

Foreign language teaching, Motivation, Eğitim ve Öğretim, Teaching with game, Education and Training, Study of languages, Second language learning, Foreign language learning

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
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Average