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Oyuncuların Yabancı Dil Öğrenme Motivasyonu

Year 2022, 1.Uluslararası Yabancı Dil Eğitimi Sempozyumu (YABDİLSEM) Özel Sayısı, 431 - 462, 31.01.2022

Abstract

Eğlence yönünün ötesinde, dijital oyunlar, oynayanların informal ortamlarda oyun oynarken genellikle İngilizceye maruz kalmalarından dolayı, dil eğitimcilerinin dikkatini çekmiştir. Dijital oyun yoluyla dil öğrenimi için bu tür informal fırsatların araştırılması biraz ilgi görmüş olsa da, öğrenen tarafından yönlendirilen informal dijital oyunun öğrencilerin yabancı dil öğrenme motivasyonu üzerindeki rolü yeterince araştırılmamıştır. Bu nedenle, bu çalışma, yabancı dil öğrenenlerin dijital oyun alışkanlıklarını incelemeye ve öğrenci odaklı informal dijital oyunların olası motivasyonel etkilerini ortaya çıkarmaya çalışmaktadır. Bu çalışmanın tasarımı, kesitsel bir tarama çalışması olan nicel niteliktedir. Veriler, araştırmacılar tarafından geliştirilen bir anket yoluyla toplanmıştır. Katılımcıların oyun alışkanlıkları, oyunlarda geçirilen süre, oyun modu ve oyun dili gibi değişkenlere ilişkin demografik sorular aracılığıyla betimsel olarak incelenmiştir. Ek olarak, katılımcıların Ideal L2 benliği ve Ought-to L2 benliğine ilişkin algıları incelenmiştir. Analize dayalı olarak, özellikle oyun dili, cinsiyet ve oyun modları açısından L2 benlikleri ve oyun oynama ile ilgili bulgular elde edilmiştir. Dil öğrenenlerin informal ortamlarda dijital oyun oynamasının, onların L2 benliklerini olumlu yönde şekillendirebileceği ve bunun da onların dil öğrenme motivasyonlarını etkilediği ileri sürülmektedir.

References

  • Ağaoğlu, A., & Şad, S.N. (2020). Investigation of the relationship between digital game addiction and English listening skills among university students. International Journal of Academic Research in Education, 6(1). 1-15. doi: 10.17985/ijare.795676
  • Black, R. W. (2006). Language, culture, and identity in online fanfiction. E-Learning and Digital Media, 3(2), 170–184. doi: 10.2304/elea.2006.3.2.170
  • BThaber (2021). Total revenue of players reached 880 million USD in Turkey. Retrieved from https://www.bthaber.com/total-revenue-of-players-reached-880- million-usd-in-turkey/
  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. doi: 10.1016/j.compedu.2012.03.004
  • DeHaan, J., Reed, W. M., & Kuwada, K. (2010). The effect of interactivity with a music video game on second language vocabulary recall. Language Learning & Technology, 14(2), 79–94.
  • Dörnyei, Z. (2001). Motivational strategies in the language classroom: Cambridge University Press.
  • Dörnyei, Z. (2007). Research methods in applied linguistics: Quantitative, qualitative, and mixed methodologies. Oxford applied linguistics. Oxford: Oxford University Press.
  • Dörnyei, Z. (2009). The L2 motivational self system. In Z. Dörnyei & E. Ushioda (Eds.), Second language acquisition. Motivation, language identity and the L2 self (pp. 9–42). Bristol UK, Buffalo NY: Multilingual Matters.
  • Dörnyei, Z., & Ushioda, E. (Eds.) (2009). Second language acquisition. Motivation, language identity and the L2 self. Bristol UK, Buffalo NY: Multilingual Matters.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Education. New York: Palgrave Macmillan.
  • Gee, J. P. (2007). Good video games + good learning: Collected essays on video games, learning, and literacy. New literacies and digital epistemologies: Vol. 27. New York: Peter Lang.
  • Gee, J. P. (2012). Foreword. In H. Reinders (Ed.), Digital games in language learning and teaching (pp. xii–xiv). London: Palgrave Macmillan UK.
  • Harteveld, C., & Bekebrede, G. (2011). Learning in single-versus multiplayer games: The more the merrier? Simulation & Gaming, 42(1), 43–63. doi: 10.1177/1046878110378706
  • Hinton, P. R., McMurray, I., & Brownlow, C. (2014). SPSS explained (Second edition). London, New York: Routledge Taylor & Francis Group.
  • Jensen, S. H. (2017). Gaming as an English language learning resource among young children in Denmark. CALICO Journal, 34(1), 1–19. doi: 10.1558/cj.29519.
  • Jensen, S. H. (2019). Language learning in the wild: A young user perspective. Language Learning & Technology, 23(1), 72–86.
  • Knight, S. W. P., Marean, L., & Sykes, J. M. (2019). Gaming and informal language learning. In M. Dressman & R. Sadler (Eds.), Blackwell handbooks in linguistics. The handbook of informal language learning (pp. 101–115). Hoboken NJ, ©2020: Wiley-Blackwell.
  • Lee, J. J., & Hoadley, C. M. (2007). Leveraging identity to make learning fun: Possible selves and experiential learning in Massively Multiplayer Online Games (MMOGs). Innovate: Journal of Online Education, 3(6). Retrieved from Innovate: Journal of Online Education
  • Lee, J. S., & Chen Hsieh, J. (2019). Affective variables and willingness to communicate of EFL learners in in-class, out-of-class, and digital contexts. System, 82, 63–73. doi: 10.1016/j.system.2019.03.002
  • Mäyrä, F. (2008). An introduction to game studies: Games in culture. London: SAGE.
  • Peterson, M. (2010). Computerized games and simulations in computer-assisted language learning: A meta-analysis of research. Simulation & Gaming, 41(1), 72– 93. doi: 10.1177/1046878109355684
  • Peterson, M. (2012). Language learner interaction in a massively multiplayer online role-playing game. In H. Reinders (Ed.), Digital Games in Language Learning and Teaching (pp. 70–92). London: Palgrave Macmillan UK.
  • Peterson, M. (2013). Computer games and language learning. New York: Palgrave Macmillan US. doi: 10.1057/9781137005175
  • Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
  • Rama, P. S., Black, R. W., Van Es, E., & Warschauer, M. (2012). Affordances for second language learning in World of Warcraft. ReCALL, 24(3), 322–338. doi: 10.1017/S0958344012000171
  • Ranalli, J. (2008). Learning English with the Sims: Exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21(5), 441–455. doi: 10.1080/09588220802447859
  • Rankin, Y., Gold, R., & Gooch, B. (2006). 3D role-playing games as language learning tools. Eurographics, 25(3). doi: 10.2312/eged.20061005
  • Reinders, H. (Ed.) (2012). Digital games in language learning and teaching. London: Palgrave Macmillan UK. doi: 10.1057/9781137005267
  • Reinders, H. (2017). Digital games and second language learning. In S. L. Thorne & S. May (Eds.), Language, education and technology (pp. 329–343). Cham: Springer International Publishing. doi: 10.1007/978-3-319-02237-6_26
  • Reinders, H., & Wattana, S. (2015a). Affect and willingness to communicate in digital game-based learning. ReCALL, 27(1), 38–57. doi: 10.1017/S0958344014000226
  • Reinders, H., & Wattana, S. (2015b). The effects of digital game play on second language interaction. International Journal of Computer-Assisted Language Learning and Teaching, 5(1), 1–21. doi: 10.4018/IJCALLT.2015010101
  • Reinhardt, J. (2019). Gameful second and foreign language teaching and learning. Cham: Springer International Publishing. doi: 10.1007/978-3-030-04729-0
  • Sundqvist, P. (2009). Extramural English matters: Out-of-school English and its impact on Swedish ninth graders' oral proficiency and vocabulary (Doctoral Dissertation). Karlstad University, Karlstad.
  • Sundqvist, P. (2015). About a Boy: A Gamer and L2 English speaker, coming into being by use of self-access. SiSAL Journal, 6(4), 352–364.
  • Sundqvist, P. (2019). Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary. Language Learning & Technology, 23(1), 87–113. Retrieved from http://hdl.handle.net/10125/44674
  • Sundqvist, P., & Sylvén, L. K. (2014). Language-related computer use: Focus on young L2 English learners in Sweden. ReCALL, 26(1), 3–20. doi: 10.1017/S0958344013000232
  • Sykes, J. M. (2018). Digital games and language teaching and learning. Foreign Language Annals, 51(1), 219–224. doi: 10.1111/flan.12325
  • Sykes, J. M., Reinhardt, J., & Thorne, S. L. (2010). Multiuser digital games as sites for research and practice. In F. M. Hult (Ed.), Educational linguistics. Directions and prospects for educational linguistics (Vol. 11, pp. 117–135). Dordrecht: Springer. Netherlands. doi: 10.1007/978-90-481-9136-9_8
  • Sylvén, L. K., & Sundqvist, P. (2012). Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(3), 302–321. doi: 10.1017/S095834401200016X
  • Tabachnick, B. G., & Fidell, L. S. (2013). Using multivariate statistics (6th ed.). Boston: Pearson Education.
  • Taguchi, T., Magid, M., & Papi, M. (2009). The L2 motivational self system among Japanese, Chinese and Iranian learners of English: A comparative study. In Z. Dörnyei & E. Ushioda (Eds.), Second language acquisition. Motivation, language identity and the L2 self (pp. 66–97). Bristol UK, Buffalo NY: Multilingual Matters.
  • Thorne, S. L. (2008a). Computer‐mediated communication. In N. H. Hornberger (Ed.), Encyclopedia of language and education (pp. 1415–1426). Boston, MA: Springer. US. doi: 10.1007/978-0-387-30424-3_108
  • Thorne, S. L. (2008b). Transcultural communication in open internet environments and massively multiplayer online games. In S. S. Magnan (Ed.), AILA applied linguistics series: Vol. 3. Mediating discourse online (pp. 305–327). Amsterdam: J. Benjamins Pub. Co.
  • Thorne, S. L., Black, R. W., & Sykes, J. M. (2009). Second language use, socialization, and learning in internet interest communities and online gaming. The Modern Language Journal, 93, 802–821. doi: 10.1111/j.1540-4781.2009.00974.x
  • Thorne, S. L., & Fischer, I. (2012). Online gaming as sociable media. Alsic, 15(1). doi: 10.4000/alsic.2450
  • Thorne, S. L., & Reinhardt, J. (2008). "Bridging activities," New media literacies, and advanced foreign language proficiency. CALICO Journal, 25(3), 558–572. doi: 10.1558/cj.v25i3.558-572
  • Turgut, Y., & İrgin, P. (2009). Young learners’ language learning via computer games. Procedia - Social and Behavioral Sciences, 1(1), 760-764. doi: 10.1016/j.sbspro.2009.01.135
  • Ural, M. N. (2009). Eğitsel bilgisayar oyunlarının eğlendirici ve motive edici özelliklerinin akademik başarıya ve motivasyona etkisi / [The effect of entertaining and motivational properties of educational games to academic achievement and motivation] (Doctoral dissertation, Anadolu University, Eskisehir, Turkey). Retrieved from T.C. Councill of Higher Education Thesis Center (262352).
  • Vosburg, D. (2017). The effects of group dynamics on language learning and use in an MMOG. CALICO Journal, 34(1), 58–74.
  • Waters, J. K. (2007). On a quest for English. T. H. E. Journal, 34(10), 26–32.
  • Wilde, V. de, & Eyckmans, J. (2017). Game on! Young learners’ incidental language learning of English prior to instruction. Studies in Second Language Learning and Teaching, 7(4), 673–694. doi: 10.14746/ssllt.2017.7.4.6
  • Yağbasan, M., & Şener, Y. (2019). Comparative analysis of online virtual games in demographic variables on the hierarchy of needs (A field study in Elazığ province). Karadeniz Teknik Üniversitesi İletişim Araştırmaları Dergisi, 9(2), 136-161. Retrieved from https://dergipark.org.tr/en/pub/e-kiad/issue/51167/656612
  • Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., . . . Yukhymenko, M. (2012). Our princess is in another castle. Review of Educational Research, 82(1), 61–89. doi: 10.3102/0034654312436980
  • Zheng, D., Young, M. F., Brewer, R. A., & Wagner, M. (2009). Attitude and selfefficacy change: English language learning in virtual worlds. CALICO Journal, 27(1), 205–231. doi: 10.11139/cj.27.1.205-231
  • Zheng, D., Young, M. F., Wagner, M. M., & Brewer, R. A. (2009). Negotiation for action: English language learning in game-based Virtual Worlds. The Modern Language Journal, 93(4), 489–511. doi: 10.1111/j.1540-4781.2009.00927.x

Gamers’ Foreign Language Learning Motivation

Year 2022, 1.Uluslararası Yabancı Dil Eğitimi Sempozyumu (YABDİLSEM) Özel Sayısı, 431 - 462, 31.01.2022

Abstract

Beyond their enjoyment aspect, digital gaming has gained the attention of language educators since gamers all around the world are often exposed to English while gaming in informal settings. Although the exploration of such informal opportunities for language learning through digital gaming has received some interest, the role of learner-directed informal digital gaming on learners’ foreign language learning motivation is under-investigated. Therefore, the present study tries to examine the foreign language learners’ digital gaming habits and reveal possible motivational impacts of learner-directed informal digital gaming. The design of the present study is quantitative in nature which is a cross-sectional survey study. The data was collected through a self-completion survey developed by the researchers. The participants’ gaming habits were examined descriptively through demographic questions regarding variables including time spent on games, game mode, and game language. Additionally, participants’ perceptions concerning their Ideal L2 self, and Ought-to L2 self were examined. Based on the analysis, the patterns regarding L2 selves and gaming emerged from the study, especially in terms of gaming language, gender, and game modes. It is suggested that informal gaming may positively shape learners' L2 selves, which in turn affects their motivation.

References

  • Ağaoğlu, A., & Şad, S.N. (2020). Investigation of the relationship between digital game addiction and English listening skills among university students. International Journal of Academic Research in Education, 6(1). 1-15. doi: 10.17985/ijare.795676
  • Black, R. W. (2006). Language, culture, and identity in online fanfiction. E-Learning and Digital Media, 3(2), 170–184. doi: 10.2304/elea.2006.3.2.170
  • BThaber (2021). Total revenue of players reached 880 million USD in Turkey. Retrieved from https://www.bthaber.com/total-revenue-of-players-reached-880- million-usd-in-turkey/
  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. doi: 10.1016/j.compedu.2012.03.004
  • DeHaan, J., Reed, W. M., & Kuwada, K. (2010). The effect of interactivity with a music video game on second language vocabulary recall. Language Learning & Technology, 14(2), 79–94.
  • Dörnyei, Z. (2001). Motivational strategies in the language classroom: Cambridge University Press.
  • Dörnyei, Z. (2007). Research methods in applied linguistics: Quantitative, qualitative, and mixed methodologies. Oxford applied linguistics. Oxford: Oxford University Press.
  • Dörnyei, Z. (2009). The L2 motivational self system. In Z. Dörnyei & E. Ushioda (Eds.), Second language acquisition. Motivation, language identity and the L2 self (pp. 9–42). Bristol UK, Buffalo NY: Multilingual Matters.
  • Dörnyei, Z., & Ushioda, E. (Eds.) (2009). Second language acquisition. Motivation, language identity and the L2 self. Bristol UK, Buffalo NY: Multilingual Matters.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Education. New York: Palgrave Macmillan.
  • Gee, J. P. (2007). Good video games + good learning: Collected essays on video games, learning, and literacy. New literacies and digital epistemologies: Vol. 27. New York: Peter Lang.
  • Gee, J. P. (2012). Foreword. In H. Reinders (Ed.), Digital games in language learning and teaching (pp. xii–xiv). London: Palgrave Macmillan UK.
  • Harteveld, C., & Bekebrede, G. (2011). Learning in single-versus multiplayer games: The more the merrier? Simulation & Gaming, 42(1), 43–63. doi: 10.1177/1046878110378706
  • Hinton, P. R., McMurray, I., & Brownlow, C. (2014). SPSS explained (Second edition). London, New York: Routledge Taylor & Francis Group.
  • Jensen, S. H. (2017). Gaming as an English language learning resource among young children in Denmark. CALICO Journal, 34(1), 1–19. doi: 10.1558/cj.29519.
  • Jensen, S. H. (2019). Language learning in the wild: A young user perspective. Language Learning & Technology, 23(1), 72–86.
  • Knight, S. W. P., Marean, L., & Sykes, J. M. (2019). Gaming and informal language learning. In M. Dressman & R. Sadler (Eds.), Blackwell handbooks in linguistics. The handbook of informal language learning (pp. 101–115). Hoboken NJ, ©2020: Wiley-Blackwell.
  • Lee, J. J., & Hoadley, C. M. (2007). Leveraging identity to make learning fun: Possible selves and experiential learning in Massively Multiplayer Online Games (MMOGs). Innovate: Journal of Online Education, 3(6). Retrieved from Innovate: Journal of Online Education
  • Lee, J. S., & Chen Hsieh, J. (2019). Affective variables and willingness to communicate of EFL learners in in-class, out-of-class, and digital contexts. System, 82, 63–73. doi: 10.1016/j.system.2019.03.002
  • Mäyrä, F. (2008). An introduction to game studies: Games in culture. London: SAGE.
  • Peterson, M. (2010). Computerized games and simulations in computer-assisted language learning: A meta-analysis of research. Simulation & Gaming, 41(1), 72– 93. doi: 10.1177/1046878109355684
  • Peterson, M. (2012). Language learner interaction in a massively multiplayer online role-playing game. In H. Reinders (Ed.), Digital Games in Language Learning and Teaching (pp. 70–92). London: Palgrave Macmillan UK.
  • Peterson, M. (2013). Computer games and language learning. New York: Palgrave Macmillan US. doi: 10.1057/9781137005175
  • Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
  • Rama, P. S., Black, R. W., Van Es, E., & Warschauer, M. (2012). Affordances for second language learning in World of Warcraft. ReCALL, 24(3), 322–338. doi: 10.1017/S0958344012000171
  • Ranalli, J. (2008). Learning English with the Sims: Exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21(5), 441–455. doi: 10.1080/09588220802447859
  • Rankin, Y., Gold, R., & Gooch, B. (2006). 3D role-playing games as language learning tools. Eurographics, 25(3). doi: 10.2312/eged.20061005
  • Reinders, H. (Ed.) (2012). Digital games in language learning and teaching. London: Palgrave Macmillan UK. doi: 10.1057/9781137005267
  • Reinders, H. (2017). Digital games and second language learning. In S. L. Thorne & S. May (Eds.), Language, education and technology (pp. 329–343). Cham: Springer International Publishing. doi: 10.1007/978-3-319-02237-6_26
  • Reinders, H., & Wattana, S. (2015a). Affect and willingness to communicate in digital game-based learning. ReCALL, 27(1), 38–57. doi: 10.1017/S0958344014000226
  • Reinders, H., & Wattana, S. (2015b). The effects of digital game play on second language interaction. International Journal of Computer-Assisted Language Learning and Teaching, 5(1), 1–21. doi: 10.4018/IJCALLT.2015010101
  • Reinhardt, J. (2019). Gameful second and foreign language teaching and learning. Cham: Springer International Publishing. doi: 10.1007/978-3-030-04729-0
  • Sundqvist, P. (2009). Extramural English matters: Out-of-school English and its impact on Swedish ninth graders' oral proficiency and vocabulary (Doctoral Dissertation). Karlstad University, Karlstad.
  • Sundqvist, P. (2015). About a Boy: A Gamer and L2 English speaker, coming into being by use of self-access. SiSAL Journal, 6(4), 352–364.
  • Sundqvist, P. (2019). Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary. Language Learning & Technology, 23(1), 87–113. Retrieved from http://hdl.handle.net/10125/44674
  • Sundqvist, P., & Sylvén, L. K. (2014). Language-related computer use: Focus on young L2 English learners in Sweden. ReCALL, 26(1), 3–20. doi: 10.1017/S0958344013000232
  • Sykes, J. M. (2018). Digital games and language teaching and learning. Foreign Language Annals, 51(1), 219–224. doi: 10.1111/flan.12325
  • Sykes, J. M., Reinhardt, J., & Thorne, S. L. (2010). Multiuser digital games as sites for research and practice. In F. M. Hult (Ed.), Educational linguistics. Directions and prospects for educational linguistics (Vol. 11, pp. 117–135). Dordrecht: Springer. Netherlands. doi: 10.1007/978-90-481-9136-9_8
  • Sylvén, L. K., & Sundqvist, P. (2012). Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(3), 302–321. doi: 10.1017/S095834401200016X
  • Tabachnick, B. G., & Fidell, L. S. (2013). Using multivariate statistics (6th ed.). Boston: Pearson Education.
  • Taguchi, T., Magid, M., & Papi, M. (2009). The L2 motivational self system among Japanese, Chinese and Iranian learners of English: A comparative study. In Z. Dörnyei & E. Ushioda (Eds.), Second language acquisition. Motivation, language identity and the L2 self (pp. 66–97). Bristol UK, Buffalo NY: Multilingual Matters.
  • Thorne, S. L. (2008a). Computer‐mediated communication. In N. H. Hornberger (Ed.), Encyclopedia of language and education (pp. 1415–1426). Boston, MA: Springer. US. doi: 10.1007/978-0-387-30424-3_108
  • Thorne, S. L. (2008b). Transcultural communication in open internet environments and massively multiplayer online games. In S. S. Magnan (Ed.), AILA applied linguistics series: Vol. 3. Mediating discourse online (pp. 305–327). Amsterdam: J. Benjamins Pub. Co.
  • Thorne, S. L., Black, R. W., & Sykes, J. M. (2009). Second language use, socialization, and learning in internet interest communities and online gaming. The Modern Language Journal, 93, 802–821. doi: 10.1111/j.1540-4781.2009.00974.x
  • Thorne, S. L., & Fischer, I. (2012). Online gaming as sociable media. Alsic, 15(1). doi: 10.4000/alsic.2450
  • Thorne, S. L., & Reinhardt, J. (2008). "Bridging activities," New media literacies, and advanced foreign language proficiency. CALICO Journal, 25(3), 558–572. doi: 10.1558/cj.v25i3.558-572
  • Turgut, Y., & İrgin, P. (2009). Young learners’ language learning via computer games. Procedia - Social and Behavioral Sciences, 1(1), 760-764. doi: 10.1016/j.sbspro.2009.01.135
  • Ural, M. N. (2009). Eğitsel bilgisayar oyunlarının eğlendirici ve motive edici özelliklerinin akademik başarıya ve motivasyona etkisi / [The effect of entertaining and motivational properties of educational games to academic achievement and motivation] (Doctoral dissertation, Anadolu University, Eskisehir, Turkey). Retrieved from T.C. Councill of Higher Education Thesis Center (262352).
  • Vosburg, D. (2017). The effects of group dynamics on language learning and use in an MMOG. CALICO Journal, 34(1), 58–74.
  • Waters, J. K. (2007). On a quest for English. T. H. E. Journal, 34(10), 26–32.
  • Wilde, V. de, & Eyckmans, J. (2017). Game on! Young learners’ incidental language learning of English prior to instruction. Studies in Second Language Learning and Teaching, 7(4), 673–694. doi: 10.14746/ssllt.2017.7.4.6
  • Yağbasan, M., & Şener, Y. (2019). Comparative analysis of online virtual games in demographic variables on the hierarchy of needs (A field study in Elazığ province). Karadeniz Teknik Üniversitesi İletişim Araştırmaları Dergisi, 9(2), 136-161. Retrieved from https://dergipark.org.tr/en/pub/e-kiad/issue/51167/656612
  • Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., . . . Yukhymenko, M. (2012). Our princess is in another castle. Review of Educational Research, 82(1), 61–89. doi: 10.3102/0034654312436980
  • Zheng, D., Young, M. F., Brewer, R. A., & Wagner, M. (2009). Attitude and selfefficacy change: English language learning in virtual worlds. CALICO Journal, 27(1), 205–231. doi: 10.11139/cj.27.1.205-231
  • Zheng, D., Young, M. F., Wagner, M. M., & Brewer, R. A. (2009). Negotiation for action: English language learning in game-based Virtual Worlds. The Modern Language Journal, 93(4), 489–511. doi: 10.1111/j.1540-4781.2009.00927.x
There are 55 citations in total.

Details

Primary Language English
Journal Section Articles
Authors

Seren Özgür 0000-0002-4834-2689

Mustafa Caner 0000-0001-5741-5037

Publication Date January 31, 2022
Published in Issue Year 2022 1.Uluslararası Yabancı Dil Eğitimi Sempozyumu (YABDİLSEM) Özel Sayısı

Cite

APA Özgür, S., & Caner, M. (2022). Gamers’ Foreign Language Learning Motivation. Gazi Üniversitesi Gazi Eğitim Fakültesi Dergisi, 1(1), 431-462.
AMA Özgür S, Caner M. Gamers’ Foreign Language Learning Motivation. GUJGEF. January 2022;1(1):431-462.
Chicago Özgür, Seren, and Mustafa Caner. “Gamers’ Foreign Language Learning Motivation”. Gazi Üniversitesi Gazi Eğitim Fakültesi Dergisi 1, no. 1 (January 2022): 431-62.
EndNote Özgür S, Caner M (January 1, 2022) Gamers’ Foreign Language Learning Motivation. Gazi Üniversitesi Gazi Eğitim Fakültesi Dergisi 1 1 431–462.
IEEE S. Özgür and M. Caner, “Gamers’ Foreign Language Learning Motivation”, GUJGEF, vol. 1, no. 1, pp. 431–462, 2022.
ISNAD Özgür, Seren - Caner, Mustafa. “Gamers’ Foreign Language Learning Motivation”. Gazi Üniversitesi Gazi Eğitim Fakültesi Dergisi 1/1 (January 2022), 431-462.
JAMA Özgür S, Caner M. Gamers’ Foreign Language Learning Motivation. GUJGEF. 2022;1:431–462.
MLA Özgür, Seren and Mustafa Caner. “Gamers’ Foreign Language Learning Motivation”. Gazi Üniversitesi Gazi Eğitim Fakültesi Dergisi, vol. 1, no. 1, 2022, pp. 431-62.
Vancouver Özgür S, Caner M. Gamers’ Foreign Language Learning Motivation. GUJGEF. 2022;1(1):431-62.