Gamers’ Foreign Language Learning Motivation
Öz
Anahtar Kelimeler
Gaming, Motivation, Extramural English, L2 motivational self system
Kaynakça
- 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
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- 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.