Research Article
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The Effects of Digital Educational Games on Secondary School Students’ Attitudes Towards Elective English Class and on Increasing Their English Listening Skills and Vocabulary

Year 2024, Volume: 11 Issue: 3, 79 - 97, 02.05.2024
https://doi.org/10.17275/per.24.35.11.3

Abstract

The purpose of this study was to investigate the impact of digital educational games on secondary school students' attitudes towards elective English lessons, as well as the influence of digital educational games on the development of EFL listening skills and vocabulary learning. The study group included 40 students in two classes of 6th grade elective English course from a secondary school in Samsun province of Türkiye during the academic year 2022-2023. A quasi-experimental model with a pretest-posttest control group was used in the study. A total of six weeks, namely two hours of instruction each week, made up the trial period. Digital instructional games meeting certain criteria set by the study were used to teach the experimental group. In the control group, no digital educational games were employed, and the same teaching strategies as before the experiment were used. An academic achievement exam covering vocabulary and listening and the "Middle School English Course attitude scale" were utilized as data gathering tools. The study revealed that digital educational games had a favourable impact on secondary school students' views about the elective English class. Additionally, it was noted that the pupils in the experimental group improved their vocabulary and listening skills more than those in the control group. In conclusion, considering the positive outcomes of using digital educational games in both foreign languages and other disciplines, we can say that their integration into education will have positive effects on academic achievement and may positively affect students' attitudes towards that course by providing them with a fun learning environment. This makes the case for the potential use of digital educational games as a tool for learning-reinforcing activities in elective English and other elective classes.

References

  • Acquah, E. O. & Katz, H. T. (2020). Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review. Computers & Education, 143, 103667.
  • 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.
  • Aghlara, L., & Tamjid, N. H. (2011). The effect of digital games on Iranian children's vocabulary retention in foreign language acquisition. Procedia-social and behavioral sciences, 29, 552-560.
  • Ağırgöl, M., Kara, E. & Dönel Akgül, G. (2022). The effect of science lesson taught with educational digital games on student retention of knowledge, academic success, and attitudes. International Journal of Science and Education, 5(3), 157-176.
  • Akdogan, E. (2017). Developing in-game vocabulary activities and game materials. J. Teach. Educ. 7(1), 31–66.
  • Aksoy, N. C. (2014). Effects of digital game-based mathematics teaching on 6th grades students’ achievement, motivation, attitude and self-efficacy (PhD Thesis). Gazi University, Institute of Educational Sciences, Department of Mathematics Education, Ankara.
  • Amin, R. (2021). Why digital games can be advantageous in vocabulary learning. Theory and Practice in Language Studies, 11, 111-118.
  • Anlamış, Z. & Akay, C. (2019). On high school students’ English vocabulary learning and material motivation: Mobile phone assisted videos. International Journal of Social Sciences and Education Research. 5 (3) , 341-360 .
  • Argit, G., Demirel, E. E., & Köksal, O. (2020). Teaching vocabulary through games: A comparative study of 4th and 7th grades. Research on Education and Psychology, 4(1), 41-53.
  • Assylzhanova, D, Seisenbek, N., Uzakbaeva, S. & Kapalbek, B. (2022). The effect of ict- enhanced blended learning on elementary school students’ achievement in English and attitudes towards English lesson. International Journal of Education in Mathematics, Science, and Technology (IJEMST), 10(3), 632-649.
  • Aydoğmuş, M. & Kurnaz, A. (2017). Validity and reliability of middle school English course attitude scale. Journal of Research in Education, Science and Technology, 2(2), 14-24.
  • Büyüköztürk, Ş. (2020). Sosyal bilimler için veri analizi el kitabı istatistik, araştırma deseni SPSS uygulamaları ve yorum [Data analysis handbook for social sciences statistics, research design, SPSS applications and interpretation]. 27. Baskı. Ankara: Pegem Akademi.
  • Büyüköztürk, Ş., Kılıç Çakmak, E., Akgün, Ö. E., Karadeniz, Ş. ve Demirel, F. (2020). Bilimsel araştırma yöntemleri [Scientific research methods]. 28. Baskı. Ankara: Pegem Akademi.
  • Can, A. (2019). SPSS ile bilimsel araştırma sürecinde nicel veri analizi [Quantitative data analysis in scientific research process with SPSS]. 8. Baskı. Ankara: Pegem Akademi.
  • Can, T. & Özyaşar, R. (2021). The effects of the use of educational games in teaching Turkish as a foreign language on academic achievement, attitude and retention (Master's thesis). Başakşehir University Institute of Educational Sciences, Department of Educational Technologies, 109, İstanbul.
  • Çankaya, S. & Karamete, A. (2008). The effects of educational computer games on students’ attitudes towards mathematics course and educational computer games. Mersin University Journal of Faculty of Education, 4(2), 0-19.
  • Çoklar, A. N. & Sabırlı, Z. E. (2020). The Effect of educational digital games on education, motivation, and attitudes of elementary school students against course access. World Journal on Educational Technology, 12(4), 325-338.
  • Çokyaman, M. & Şimşek, H. (2022). The effect of educational digital games on 8th grade students’ academic achievement and motivation in English course. Bolu Abant Izzet Baysal University Journal of Faculty of Education, 22(2), 708-722.
  • Engin, A. O. Seven, M. A. & Turhan, V. N. (2010). The role and importance of games in learning. Current Perspectives in Social Sciences (Journal of Atatürk University Graduate School of Social Sciences), 4(2), 109-120.
  • Eroğlu, Ö. & Yuksel, S. (2020). The importance of educational game in education. Journal of Social Humanities and Administrative Sciences. 6. 877-880.
  • Esin, H. (2020). Use of digital games in teaching vocabulary to young learners. Educatia 21. 98-104.
  • Gömleksiz, M. N. (2010). An evaluation of students’ attitudes toward English language learning in terms of several variables. Procedia –Socialand Behavioral Sciences, 9, 913-918.
  • Gömleksiz, M. N., (2005). The implementation of English language teaching with games and its effect on student achievement. The Case of Elazığ Private Bilgem Primary School. Manas Journal of Social Studies, 7(14), 179-195.
  • Hazar, E. (2020). Use of digital games in teaching vocabulary to young learners. Educatia 21 Journal. 19: 99-104. Doi:10.24193/ed21.2020.19.12.
  • Hayo, R. & Sorada, W. (2011) Learn English or die: the effects of digital games on interaction and willingness to communicate in a foreign language. Digital Culture and Education. 3, 4-28.
  • Hu, M. M., & Chang, B. (2007, March). Massively multiplayer online game supported foreign language listening ability training. In 2007 First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07) (pp. 176-178). IEEE.
  • İnal, M. & Korkmaz, Ö. (2019). The effect of web based blended learning on students’ academic achievement and attitudes towards English course. Education and Information Technology, 24, 2603–2619 (2019). https://doi.org/10.1007/s10639-019-09890-7
  • Karamustafaoğlu, O. & Kılıç, M. F. (2020). Investigation of national scientific studies about educational games. Educational Academic Research (Journal of Atatürk University Kazım Karabekir Faculty of Education) (40), 1-25.
  • Karasar, N. (1999). Bilimsel Araştırma Yöntemi [Scientific Research Method]. 9. Baskı. Ankara: Nobel Yayın Dağıtım.
  • Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). Using the technology of today in the classroom today: the instructional power of digital games, social networking, and simulations and how teachers can leverage them. The Education Arcade, 4(2), 1-20.
  • Korkmaz, Ö. & İnal, M. (2019). The effects of educational games on students' speaking skills and attitudes towards learning Turkish as a foreign language. Journal of Mother Tongue Education, 7(4), 898-913.
  • Liu, F., Vadivel, B., Rezvani, E., & Namaziandost, E. (2021). Using games to promote English as a foreign language learners’ willingness to communicate: Potential effects and teachers’ attitude in focus. Frontiers in psychology, 12, 762447.
  • Lorenset, C. C., & Piazza, P. T. (2019). Digital games, foreign language, and vocabulary development. Revista EducaOnline, 13(3), 1-19.
  • Meskill, C. (1996). Listening skills development through multimedia. Journal of Educational Multimedia and Hypermedia, 5(2), 179-201.
  • Musaoğlu Aydın, S. ve Çakır, N. (2022). Integrating commercial-off-the-shelf games into language classroom: Pcard experience of two English language teachers. Journal of Theory and Practice in Education, 18(1), 1-11.
  • Noemí, P. M., & Máximo, S. H. (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), 230-238.
  • Ölmez, C. (2019) Bilim ve Spor Adına Çok Şey. Normallik Testleri-SPSS [Much in the Name of Science and Sport. Normality Tests-SPSS]. (2023, 5 Mayıs) Access address: https://cengizolmez.com/normallik-testleri-spss/
  • Perrotta, C., Featherstone, G., Aston, H. & Houghton, E. (2013). Game-based learning: Latest evidence and future directions. FutureLab at Nfer, 1-49.
  • Prasetyo, D. E. (2022). The digital game for the learning of reading skill. Journal of Linguistics and Education, 12(1), 50-59.
  • Pratchett, R. (2005). Gamers in the Uk: Digital Play, Digital Lifestyles. https://crystaltips.typepad.com/wonderland/files/bbc_uk_games_research_2005.pdf
  • Prensky, M. (2005). In digital games for education, complexity matters. Educational Technology, 45(4), 22–28.
  • Royle, K. (2009). Computer games and realising their learning potential: Crossing borders, blurring boundaries and taking action. https://www.academia.edu/184563/COMPUTER_GAMES_AND_REALISING_THEIR_LEARNING_POTENTIAL_Crossing_Borders_Blurring_Boundaries_and_Taking_Action
  • Schrier, K. (2016). Learning and education games: volume two: bringing games into educational contexts. 82nd publication. NewYork:ETC Press.
  • Shahriarpour, N. & Kafi, Z. (2014). On the effect of playing digital games on Iranian intermediate Efl learners’ motivation toward learning English vocabularies. Procedia - Social and Behavioral Sciences, 98, 1738-1743.
  • .Syafii, M. L., Kusnawan, W., & Syukroni, A. (2020). Enhancing listening skills using games. International Journal on Studies in Education (IJonSE),2(2), 78-107.
  • Tebeweka, S. N. (2021). The Impact of Digital Games on English Vocabulary Learning in Middle School in Sweden (ages 9-12). https://www.diva-portal.org/smash/get/diva2:1592059/FULLTEXT02
  • Tekindal, S. (2021). Nicel, nitel, karma yöntem ve araştırma desenleri ve istatistik tasarımı ve yürütülmes [Design and conduct of quantitative, qualitative, mixed methods and research designs and statistics]. Ankara: Nobel Pub..
  • Tirén, S. (2021). Digital Games in English Language Learning: A Mixed Method Study of Teachers’ and Students’ Attitudes to Digital Games and Its Effects in English Language Learning (Dissertation). Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-36072
  • Toraman, Ç. Çelik, Ö. C. ve Çakmak, M. (2018). The effect of game-based learning environments on academic achievement: a meta-analysis study. Kastamonu Education Journal, 26(6), 1803-1811.
  • Vnucko G. & Klimova B. (2023). exploring the potential of digital game-based vocabulary learning: a systematic review. Systems, 11(2), 57.
  • Wichadee, S. & Pattanapichet, F. (2018) Enhancement of performance and motivation through application of digital games in an English language class. Teaching English with Technology, 18(1), 77-92.
  • Wilkins, D. A. (1972). Linguistics in language teaching (Vol. 111). London: Edward Arnold.
  • Yeşilbağ, S. Korkmaz, Ö. & Çakir, R. (2020) The effect of educational computer games on students’ academic achievements and attitudes towards English lesson. Education and Information Technology, 25, 5339–5356.
  • Zengin, M. (2019). The effect of use of educational computer games on the success and attitudes of students in teaching English vocabulary (Unpublished master's thesis). Uludağ University Institute of Educational Sciences, Bursa.
Year 2024, Volume: 11 Issue: 3, 79 - 97, 02.05.2024
https://doi.org/10.17275/per.24.35.11.3

Abstract

References

  • Acquah, E. O. & Katz, H. T. (2020). Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review. Computers & Education, 143, 103667.
  • 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.
  • Aghlara, L., & Tamjid, N. H. (2011). The effect of digital games on Iranian children's vocabulary retention in foreign language acquisition. Procedia-social and behavioral sciences, 29, 552-560.
  • Ağırgöl, M., Kara, E. & Dönel Akgül, G. (2022). The effect of science lesson taught with educational digital games on student retention of knowledge, academic success, and attitudes. International Journal of Science and Education, 5(3), 157-176.
  • Akdogan, E. (2017). Developing in-game vocabulary activities and game materials. J. Teach. Educ. 7(1), 31–66.
  • Aksoy, N. C. (2014). Effects of digital game-based mathematics teaching on 6th grades students’ achievement, motivation, attitude and self-efficacy (PhD Thesis). Gazi University, Institute of Educational Sciences, Department of Mathematics Education, Ankara.
  • Amin, R. (2021). Why digital games can be advantageous in vocabulary learning. Theory and Practice in Language Studies, 11, 111-118.
  • Anlamış, Z. & Akay, C. (2019). On high school students’ English vocabulary learning and material motivation: Mobile phone assisted videos. International Journal of Social Sciences and Education Research. 5 (3) , 341-360 .
  • Argit, G., Demirel, E. E., & Köksal, O. (2020). Teaching vocabulary through games: A comparative study of 4th and 7th grades. Research on Education and Psychology, 4(1), 41-53.
  • Assylzhanova, D, Seisenbek, N., Uzakbaeva, S. & Kapalbek, B. (2022). The effect of ict- enhanced blended learning on elementary school students’ achievement in English and attitudes towards English lesson. International Journal of Education in Mathematics, Science, and Technology (IJEMST), 10(3), 632-649.
  • Aydoğmuş, M. & Kurnaz, A. (2017). Validity and reliability of middle school English course attitude scale. Journal of Research in Education, Science and Technology, 2(2), 14-24.
  • Büyüköztürk, Ş. (2020). Sosyal bilimler için veri analizi el kitabı istatistik, araştırma deseni SPSS uygulamaları ve yorum [Data analysis handbook for social sciences statistics, research design, SPSS applications and interpretation]. 27. Baskı. Ankara: Pegem Akademi.
  • Büyüköztürk, Ş., Kılıç Çakmak, E., Akgün, Ö. E., Karadeniz, Ş. ve Demirel, F. (2020). Bilimsel araştırma yöntemleri [Scientific research methods]. 28. Baskı. Ankara: Pegem Akademi.
  • Can, A. (2019). SPSS ile bilimsel araştırma sürecinde nicel veri analizi [Quantitative data analysis in scientific research process with SPSS]. 8. Baskı. Ankara: Pegem Akademi.
  • Can, T. & Özyaşar, R. (2021). The effects of the use of educational games in teaching Turkish as a foreign language on academic achievement, attitude and retention (Master's thesis). Başakşehir University Institute of Educational Sciences, Department of Educational Technologies, 109, İstanbul.
  • Çankaya, S. & Karamete, A. (2008). The effects of educational computer games on students’ attitudes towards mathematics course and educational computer games. Mersin University Journal of Faculty of Education, 4(2), 0-19.
  • Çoklar, A. N. & Sabırlı, Z. E. (2020). The Effect of educational digital games on education, motivation, and attitudes of elementary school students against course access. World Journal on Educational Technology, 12(4), 325-338.
  • Çokyaman, M. & Şimşek, H. (2022). The effect of educational digital games on 8th grade students’ academic achievement and motivation in English course. Bolu Abant Izzet Baysal University Journal of Faculty of Education, 22(2), 708-722.
  • Engin, A. O. Seven, M. A. & Turhan, V. N. (2010). The role and importance of games in learning. Current Perspectives in Social Sciences (Journal of Atatürk University Graduate School of Social Sciences), 4(2), 109-120.
  • Eroğlu, Ö. & Yuksel, S. (2020). The importance of educational game in education. Journal of Social Humanities and Administrative Sciences. 6. 877-880.
  • Esin, H. (2020). Use of digital games in teaching vocabulary to young learners. Educatia 21. 98-104.
  • Gömleksiz, M. N. (2010). An evaluation of students’ attitudes toward English language learning in terms of several variables. Procedia –Socialand Behavioral Sciences, 9, 913-918.
  • Gömleksiz, M. N., (2005). The implementation of English language teaching with games and its effect on student achievement. The Case of Elazığ Private Bilgem Primary School. Manas Journal of Social Studies, 7(14), 179-195.
  • Hazar, E. (2020). Use of digital games in teaching vocabulary to young learners. Educatia 21 Journal. 19: 99-104. Doi:10.24193/ed21.2020.19.12.
  • Hayo, R. & Sorada, W. (2011) Learn English or die: the effects of digital games on interaction and willingness to communicate in a foreign language. Digital Culture and Education. 3, 4-28.
  • Hu, M. M., & Chang, B. (2007, March). Massively multiplayer online game supported foreign language listening ability training. In 2007 First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07) (pp. 176-178). IEEE.
  • İnal, M. & Korkmaz, Ö. (2019). The effect of web based blended learning on students’ academic achievement and attitudes towards English course. Education and Information Technology, 24, 2603–2619 (2019). https://doi.org/10.1007/s10639-019-09890-7
  • Karamustafaoğlu, O. & Kılıç, M. F. (2020). Investigation of national scientific studies about educational games. Educational Academic Research (Journal of Atatürk University Kazım Karabekir Faculty of Education) (40), 1-25.
  • Karasar, N. (1999). Bilimsel Araştırma Yöntemi [Scientific Research Method]. 9. Baskı. Ankara: Nobel Yayın Dağıtım.
  • Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). Using the technology of today in the classroom today: the instructional power of digital games, social networking, and simulations and how teachers can leverage them. The Education Arcade, 4(2), 1-20.
  • Korkmaz, Ö. & İnal, M. (2019). The effects of educational games on students' speaking skills and attitudes towards learning Turkish as a foreign language. Journal of Mother Tongue Education, 7(4), 898-913.
  • Liu, F., Vadivel, B., Rezvani, E., & Namaziandost, E. (2021). Using games to promote English as a foreign language learners’ willingness to communicate: Potential effects and teachers’ attitude in focus. Frontiers in psychology, 12, 762447.
  • Lorenset, C. C., & Piazza, P. T. (2019). Digital games, foreign language, and vocabulary development. Revista EducaOnline, 13(3), 1-19.
  • Meskill, C. (1996). Listening skills development through multimedia. Journal of Educational Multimedia and Hypermedia, 5(2), 179-201.
  • Musaoğlu Aydın, S. ve Çakır, N. (2022). Integrating commercial-off-the-shelf games into language classroom: Pcard experience of two English language teachers. Journal of Theory and Practice in Education, 18(1), 1-11.
  • Noemí, P. M., & Máximo, S. H. (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), 230-238.
  • Ölmez, C. (2019) Bilim ve Spor Adına Çok Şey. Normallik Testleri-SPSS [Much in the Name of Science and Sport. Normality Tests-SPSS]. (2023, 5 Mayıs) Access address: https://cengizolmez.com/normallik-testleri-spss/
  • Perrotta, C., Featherstone, G., Aston, H. & Houghton, E. (2013). Game-based learning: Latest evidence and future directions. FutureLab at Nfer, 1-49.
  • Prasetyo, D. E. (2022). The digital game for the learning of reading skill. Journal of Linguistics and Education, 12(1), 50-59.
  • Pratchett, R. (2005). Gamers in the Uk: Digital Play, Digital Lifestyles. https://crystaltips.typepad.com/wonderland/files/bbc_uk_games_research_2005.pdf
  • Prensky, M. (2005). In digital games for education, complexity matters. Educational Technology, 45(4), 22–28.
  • Royle, K. (2009). Computer games and realising their learning potential: Crossing borders, blurring boundaries and taking action. https://www.academia.edu/184563/COMPUTER_GAMES_AND_REALISING_THEIR_LEARNING_POTENTIAL_Crossing_Borders_Blurring_Boundaries_and_Taking_Action
  • Schrier, K. (2016). Learning and education games: volume two: bringing games into educational contexts. 82nd publication. NewYork:ETC Press.
  • Shahriarpour, N. & Kafi, Z. (2014). On the effect of playing digital games on Iranian intermediate Efl learners’ motivation toward learning English vocabularies. Procedia - Social and Behavioral Sciences, 98, 1738-1743.
  • .Syafii, M. L., Kusnawan, W., & Syukroni, A. (2020). Enhancing listening skills using games. International Journal on Studies in Education (IJonSE),2(2), 78-107.
  • Tebeweka, S. N. (2021). The Impact of Digital Games on English Vocabulary Learning in Middle School in Sweden (ages 9-12). https://www.diva-portal.org/smash/get/diva2:1592059/FULLTEXT02
  • Tekindal, S. (2021). Nicel, nitel, karma yöntem ve araştırma desenleri ve istatistik tasarımı ve yürütülmes [Design and conduct of quantitative, qualitative, mixed methods and research designs and statistics]. Ankara: Nobel Pub..
  • Tirén, S. (2021). Digital Games in English Language Learning: A Mixed Method Study of Teachers’ and Students’ Attitudes to Digital Games and Its Effects in English Language Learning (Dissertation). Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-36072
  • Toraman, Ç. Çelik, Ö. C. ve Çakmak, M. (2018). The effect of game-based learning environments on academic achievement: a meta-analysis study. Kastamonu Education Journal, 26(6), 1803-1811.
  • Vnucko G. & Klimova B. (2023). exploring the potential of digital game-based vocabulary learning: a systematic review. Systems, 11(2), 57.
  • Wichadee, S. & Pattanapichet, F. (2018) Enhancement of performance and motivation through application of digital games in an English language class. Teaching English with Technology, 18(1), 77-92.
  • Wilkins, D. A. (1972). Linguistics in language teaching (Vol. 111). London: Edward Arnold.
  • Yeşilbağ, S. Korkmaz, Ö. & Çakir, R. (2020) The effect of educational computer games on students’ academic achievements and attitudes towards English lesson. Education and Information Technology, 25, 5339–5356.
  • Zengin, M. (2019). The effect of use of educational computer games on the success and attitudes of students in teaching English vocabulary (Unpublished master's thesis). Uludağ University Institute of Educational Sciences, Bursa.
There are 54 citations in total.

Details

Primary Language English
Subjects Educational Psychology
Journal Section Research Articles
Authors

Kevser Tevetoğlu 0009-0000-0237-7133

Özgen Korkmaz 0000-0003-4359-5692

Early Pub Date May 7, 2024
Publication Date May 2, 2024
Submission Date January 15, 2024
Acceptance Date March 20, 2024
Published in Issue Year 2024 Volume: 11 Issue: 3

Cite

APA Tevetoğlu, K., & Korkmaz, Ö. (2024). The Effects of Digital Educational Games on Secondary School Students’ Attitudes Towards Elective English Class and on Increasing Their English Listening Skills and Vocabulary. Participatory Educational Research, 11(3), 79-97. https://doi.org/10.17275/per.24.35.11.3