Araştırma Makalesi

Digital Board Games as a Tool to Boost Speaking in Foreign Language E-classes During COVID-19: Students’ Perspectives

Cilt: 39-1 31 Aralık 2022
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Digital Board Games as a Tool to Boost Speaking in Foreign Language E-classes During COVID-19: Students’ Perspectives

Öz

This article elaborates the ongoing discussion about whether digital board games can enhance speaking in language courses. The research targets 51 adult L2 Greek students in Istanbul/Turkey addressing if digital board games in on-line classes can enhance speaking in foreign language during COVID-19. The results show that: online lessons meet the learning needs of adults, but they still prefer the face-to-face ones, the digital version of the game Story Cubes motivated students to participate more in the lesson, to collaborate with their classmates and to express themselves freely. The aforementioned game created a positive atmosphere in the classroom and finally it had a positive effect on the students' speaking.

Anahtar Kelimeler

Kaynakça

  1. Barnes, T., Powell, E., Chaffin, A., & Lipford, H. (2008). Game2Learn: Improving the motivation of CS1 students. Proceedings of The 3rd International Conference On Game Development in Computer Science Education - GDCSE '08. https://doi.org/ 10.1145/1463673.1463674
  2. Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning (iJET), 13(02), 72-93.
  3. Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer Science & Business Media.
  4. Brom, C., Buchtová, M., Šisler, V., Děchtěrenko, F., Palme, R., & Glenk, L. (2014). Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study. Computers & Education, 79, 69-100. https://doi.org/ 10.1016/j.compedu.2014.07.001
  5. Bush, J. (2015). The impact of classroom games on the acquisition of second language grammar. Language in Focus, 1(2), 17-29. https://doi.org/10.1515/lifijsal-2015-0007
  6. Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: a literature review. The 8th European Conference on Games-Based Learning - ECGBL 2014. Berlin.
  7. Chen, C., Law, V. & Huang, K. (2019). The roles of engagement and competition on learner’s performance and motivation in game-based science learning. Educational Technology Research and Development, 67(4), 1003-1024.
  8. Chen, C. (2021). Using scaffolding materials to facilitate autonomous online Chinese as a foreign language learning: A study during the COVID-19 pandemic. SAGE Open. https://doi.org/10.1177/21582440211040131

Ayrıntılar

Birincil Dil

İngilizce

Konular

-

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

31 Aralık 2022

Gönderilme Tarihi

4 Şubat 2022

Kabul Tarihi

12 Nisan 2022

Yayımlandığı Sayı

Yıl 2022 Cilt: 39-1

Kaynak Göster

APA
Rousoulioti, T., Tegou, C., & Thomou, P. (2022). Digital Board Games as a Tool to Boost Speaking in Foreign Language E-classes During COVID-19: Students’ Perspectives. Bogazici University Journal of Education, 39-1, 137-159. https://doi.org/10.52597/buje.1068062
AMA
1.Rousoulioti T, Tegou C, Thomou P. Digital Board Games as a Tool to Boost Speaking in Foreign Language E-classes During COVID-19: Students’ Perspectives. BUJE. 2022;39-1:137-159. doi:10.52597/buje.1068062
Chicago
Rousoulioti, Thomais, Christina Tegou, ve Paraskevi Thomou. 2022. “Digital Board Games as a Tool to Boost Speaking in Foreign Language E-classes During COVID-19: Students’ Perspectives”. Bogazici University Journal of Education 39-1 (Aralık): 137-59. https://doi.org/10.52597/buje.1068062.
EndNote
Rousoulioti T, Tegou C, Thomou P (01 Aralık 2022) Digital Board Games as a Tool to Boost Speaking in Foreign Language E-classes During COVID-19: Students’ Perspectives. Bogazici University Journal of Education 39-1 137–159.
IEEE
[1]T. Rousoulioti, C. Tegou, ve P. Thomou, “Digital Board Games as a Tool to Boost Speaking in Foreign Language E-classes During COVID-19: Students’ Perspectives”, BUJE, c. 39-1, ss. 137–159, Ara. 2022, doi: 10.52597/buje.1068062.
ISNAD
Rousoulioti, Thomais - Tegou, Christina - Thomou, Paraskevi. “Digital Board Games as a Tool to Boost Speaking in Foreign Language E-classes During COVID-19: Students’ Perspectives”. Bogazici University Journal of Education 39-1 (01 Aralık 2022): 137-159. https://doi.org/10.52597/buje.1068062.
JAMA
1.Rousoulioti T, Tegou C, Thomou P. Digital Board Games as a Tool to Boost Speaking in Foreign Language E-classes During COVID-19: Students’ Perspectives. BUJE. 2022;39-1:137–159.
MLA
Rousoulioti, Thomais, vd. “Digital Board Games as a Tool to Boost Speaking in Foreign Language E-classes During COVID-19: Students’ Perspectives”. Bogazici University Journal of Education, c. 39-1, Aralık 2022, ss. 137-59, doi:10.52597/buje.1068062.
Vancouver
1.Thomais Rousoulioti, Christina Tegou, Paraskevi Thomou. Digital Board Games as a Tool to Boost Speaking in Foreign Language E-classes During COVID-19: Students’ Perspectives. BUJE. 01 Aralık 2022;39-1:137-59. doi:10.52597/buje.1068062

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