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Year 2018, Volume: 3 Issue: 2, 27 - 41, 01.06.2018

Abstract

References

  • Anyaegbu, R. (2010, October). Teachers’ Thoughts on the Integration of Computer Games in the ESL Classroom in Nigeria. In Proceedings of the 4th European Conference on Games-Based Learning: The Danish School of Education, Aarhus University, Copenhagen, Denmark, 21-22 October 2010 (p. 421).
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  • Chen, H. H. & Yang, T. C. (2012) The Impact of adventure video games on foreign language learning and the perceptions of learner. National Taiwan Normal University.
  • Dickey, M. D. (2011). Murder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment. British Journal of Educational Technology, 42(3), 456-469.
  • Dixon, D. H. (2014). Leveling up language proficiency through massive multiplayer online role playing games: Opportunities for English learners to receive input, modify output, negotiate meaning, and employ language-learning strategies. The University of Utah.
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  • Miller, M., & Hegelheimer, V. (2006). The SIMs meet ESL Incorporating authentic computer simulation games into the language classroom. Interactive Technology and Smart Education, 3(4), 311-328.
  • Muhanna, W. (2012). Using online games for teaching English vocabulary for Jordanian students learning English as a foreign language. Journal of College Teaching & Learning (TLC), 9(3), 235-244.
  • Rama, P. S., Black, R. W., van Es, E., & Warschauer, M. (2012). Affordances for second language learning in World of Warcraft. ReCALL, 24(03), 322-338.
  • Shaw, E. (2009). The effectiveness of games and activities in teaching vocabulary to adult learners of English as a second language (ESL) (Doctoral dissertation, CALDWELL COLLEGE).
  • Stephenson, P., & Rumley, G. (2005). Inclusive work at a European level: A case study. Support for Learning, 20(3), 141-145
  • Vahdat, S., & Behbahani, A. R. (2013). The effect of video games on Iranian EFL learners’ vocabulary learning. Reading, 13(1).
  • Vardanjani, A. M. (2014). Applying Language Games in EFL Classroom Context. Asian Journal of Research in Social Sciences and Humanities, 4(3), 427.
  • Woolfolk, A. E. (1993). Educational psychology (5th ed.). Boston, MA: Allyn and Bacon.
  • Zichermann, G. (2010, October 26). Fun is the Future: Mastering Gamification. Retrieved July 18, 2012, from YouTube Google Tech Talks: http://www.youtube.com/watch?v=6O1gNVeaE4g.

Vocabulary Learning Through a Gamified Question and Answer Application

Year 2018, Volume: 3 Issue: 2, 27 - 41, 01.06.2018

Abstract

Learning German as a second foreign language is the most selected second language among public and private schools in Turkey. Among the components in learning the German language, vocabulary is one of most difficult and important component. The purpose of this study is to investigate the effect of using a gamified application, on German vocabulary to Turkish students learning German as a second foreign language. The Quiz Game, a gamified question and answer tool, was implied to participants by the researcher. Totally,31 3th grade students participated in this study. During 8-week treatment, the students practiced the Quiz Game application in 20 minutes periods. Qualitative data include interviews and personal motivational inventory that were collected for each participant to determine how participants perceived their experience with this game. Quantitative data for each participant, including pre-tests and post-tests were collected to examine participants' progress in word recognition and the impact of games on the students’ use of vocabulary learning strategies. The findings show that with the help of this gamified practice tool the 97% of the learners are more eager to learn German especially vocabulary and a significant difference between pre-and-post test scores of the students’ vocabulary knowledge was found t 30 =-9.12, p

References

  • Anyaegbu, R. (2010, October). Teachers’ Thoughts on the Integration of Computer Games in the ESL Classroom in Nigeria. In Proceedings of the 4th European Conference on Games-Based Learning: The Danish School of Education, Aarhus University, Copenhagen, Denmark, 21-22 October 2010 (p. 421).
  • Bahrani, T., Sim, T. S., & Nekoueizadeh, M. (2014). Second Language Acquisition in Informal Setting. Theory and Practice in Language Studies, 4(8), 1714-1723.
  • Bakar, N. A., & Nosratirad, E. (2013). Sustaining vocabulary acquisition through computer game: A case study. Asian Social Science, 9(5), p. 235
  • Chen, H. H. & Yang, T. C. (2012) The Impact of adventure video games on foreign language learning and the perceptions of learner. National Taiwan Normal University.
  • Dickey, M. D. (2011). Murder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment. British Journal of Educational Technology, 42(3), 456-469.
  • Dixon, D. H. (2014). Leveling up language proficiency through massive multiplayer online role playing games: Opportunities for English learners to receive input, modify output, negotiate meaning, and employ language-learning strategies. The University of Utah.
  • Dornyei, E. & Ushioda, E. (2009) Motivation, language identity and the L2 itself. New York: Multilingual Matters.
  • Feng, L. (2009). How do adult foreign language learners experience the opportunities presented by computer games as a self-study tool?. University of Massachusetts Lowell.
  • Frederick, P. A. (2010). Using Digital Game-Based Learning to Support Vocabulary Instruction for Developmental Reading Students. ProQuest LLC. 789 East Eisenhower Parkway, PO Box 1346, Ann Arbor
  • Godwin-Jones, R. (2010). Emerging technologies from memory palaces to spacing algorithms: approaches to second language vocabulary learning. Language, Learning & Technology, 14(2), 4.
  • Huyen, N. T. T., & Nga, K. T. T. (2013). Learning Vocabulary through Games: The Effectiveness of Learning Vocabulary through Games. The Asian EFL Journal.
  • Jasso, P. R. (2012). A non-academic computer video game: Its effect on vocabulary acquisition in the EFL classroom.
  • Liu, T. Y., & Chu, Y. L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55(2), 630-643.
  • Miller, M., & Hegelheimer, V. (2006). The SIMs meet ESL Incorporating authentic computer simulation games into the language classroom. Interactive Technology and Smart Education, 3(4), 311-328.
  • Muhanna, W. (2012). Using online games for teaching English vocabulary for Jordanian students learning English as a foreign language. Journal of College Teaching & Learning (TLC), 9(3), 235-244.
  • Rama, P. S., Black, R. W., van Es, E., & Warschauer, M. (2012). Affordances for second language learning in World of Warcraft. ReCALL, 24(03), 322-338.
  • Shaw, E. (2009). The effectiveness of games and activities in teaching vocabulary to adult learners of English as a second language (ESL) (Doctoral dissertation, CALDWELL COLLEGE).
  • Stephenson, P., & Rumley, G. (2005). Inclusive work at a European level: A case study. Support for Learning, 20(3), 141-145
  • Vahdat, S., & Behbahani, A. R. (2013). The effect of video games on Iranian EFL learners’ vocabulary learning. Reading, 13(1).
  • Vardanjani, A. M. (2014). Applying Language Games in EFL Classroom Context. Asian Journal of Research in Social Sciences and Humanities, 4(3), 427.
  • Woolfolk, A. E. (1993). Educational psychology (5th ed.). Boston, MA: Allyn and Bacon.
  • Zichermann, G. (2010, October 26). Fun is the Future: Mastering Gamification. Retrieved July 18, 2012, from YouTube Google Tech Talks: http://www.youtube.com/watch?v=6O1gNVeaE4g.
There are 22 citations in total.

Details

Primary Language English
Journal Section Research Article
Authors

Mayram Akgun Kayseroglu This is me

Yavuz Samur This is me

Publication Date June 1, 2018
Published in Issue Year 2018 Volume: 3 Issue: 2

Cite

APA Akgun Kayseroglu, M., & Samur, Y. (2018). Vocabulary Learning Through a Gamified Question and Answer Application. Journal of Learning and Teaching in Digital Age, 3(2), 27-41.

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