Araştırma Makalesi
BibTex RIS Kaynak Göster
Yıl 2024, , 181 - 190, 24.09.2024
https://doi.org/10.47806/ijesacademic.1407158

Öz

Kaynakça

  • Adams, E. (2013). Fundamentals of game design (3rd ed.). New Riders.
  • Alshaya, K. (2020). English language learner teachers’ perceptions of digital games on student learning. 3088. [Theses and Dissertations]. https://commons.und.edu/theses/3088
  • Bedir, H., & Müftüoğlu, A. (2016). Perceptions of Turkish primary school EFL teachers on digital games. [Conference Presentation] 10th European Conference on Games Based Learning: ECGBL 2016, Paisley, Scotland
  • Beggs, R., O’Neill, P., Virapen, K., & Alexander, S. (2009). The perception of gaming in higher education: Gaming habits of University of Ulster staff. 2009 Conference in Games and Virtual Worlds for Serious Applications. https://doi.org/10.1109/vs-games.2009.10
  • Bensiger, J. (2012). Perceptions of pre-service teachers of using video games as teaching tools (Order No. 3517303). [Doctoral Dissertation, University of Cincinnati]. Available from ProQuest Dissertations & Theses Global. (1032539592). https://www.proquest.com/dissertations-theses/perceptions-pre-service-teachers-using-video/docview/1032539592/se-2
  • Can, G. (2003). Perceptions of prospective computer teachers toward the use of computer games with educational features in education [Master’s Thesis, Middle East Technical University]
  • Carstens, A., & Beck, J. J. (2005). Get ready for the gamer generation. TechTrends, 49(3), 22–25. https://doi.org/10.1007/bf02763643
  • Chik, A. (2011). Digital gaming and social networking: English teachers’ perceptions, attitudes and experiences. Pedagogies: An International Journal, 6(2), 154–166. https://doi.org/10.1080/1554480x.2011.554625
  • Dörnyei, Z. (2007). Research methods in applied Linguistics: quantitative, qualitative, and mixed methodologies. Oxford Applied Linguistics.
  • Ebrahimzadeh, M., & Alavi, S. M. H. (2017). The effect of digital video games on EFL students’ language learning motivation. Teaching English With Technology, 17(2), 87–112. http://cejsh.icm.edu.pl/cejsh/element/bwmeta1.element.desklight-f93dbd84-a6d5-4003-8bdd- 2a4ebbfb6ce6/c/ARTICLE6.pdf
  • Franciosi, S. J. (2014). Educator perceptions of digital game-based learning in the instruction of foreign languages in Japanese higher education. In ProQuest LLC eBooks. https://digitalcommons.pepperdine.edu/cgi/viewcontent.cgi?article=1408&context=etd
  • Gee, J. P. (2008). Game-like learning. In Cambridge University Press eBooks (pp. 200–221). https://doi.org/10.1017/cbo9780511802157.010
  • Güleroğlu, M. (2015). Pre-service teachers’ beliefs, experiences, and perceptions on mobile games [Master’s thesis]. Middle East Technical University.
  • Hsu, T. Y., & Chiou, G. F. (2019). Pre-service teachers’ perceptions of digital game-supported learning. Learning & Technology Library (LearnTechLib). https://www.learntechlib.org/primary/p/173286/
  • İnce, E. Y., & Demirbilek, M. (2013). Secondary and high school teachers’ perceptions regarding computer games with educational features in Turkey. The Anthropologist, 16(1–2), 89–96. https://doi.org/10.1080/09720073.2013.11891338
  • Koh, E., Kin, Y. G., Wadhwa, B., & Lim, J. (2011). Teacher perceptions of games in Singapore schools. Simulation & Gaming, 43(1), 51–66. https://doi.org/10.1177/1046878111401839
  • Krashen, S. (1985). The input hypothesis: issues and implications. https://ci.nii.ac.jp/ncid/BA35128831
  • Krashen, S., & Terrell, T. D. (1984). The natural approach: language acquisition in the classroom. The Modern Language Journal, 68(3), 277. https://doi.org/10.2307/328020
  • Li, C. (2017). Attitudes towards digital game-based learning of Chinese primary school English teachers. http://hdl.handle.net/1842/31039
  • Nunan, D. (1991). Language teaching methodology: A Textbook for Teachers.
  • Prensky, M. (2001). Digital natives, digital immigrants Part 1. On The Horizon, 9(5), 1–6. https://doi.org/10.1108/10748120110424816
  • Rocha, M., Tangney, B., & Dondio, P. (2018). Play and learn: Teachers’ perceptions about classroom video games. 2nd European Conference on Games-Based Learning. 4 - 5 October 2018, SKEMA Business School, Sophia Antipolis. https://doi.org/10.21427/3k2q-6624
  • Rudis, D., & Poštič, S. (2018). Influence of video games on the acquisition of the English language. Verbum, 8, 112–128. https://doi.org/10.15388/verb.2017.8.11354
  • Sandford, R., Ulicsak, M., Facer, K., & Rudd, T. (2006). Teaching with games—Using commercial off-the-shelf computer games in formal education. https://liacs.leidenuniv.nl/~verbeekfj/courses/hci/TWG_report.pdf
  • Schrader, P. G., Zheng, D., & Young, M. (2006). Teachers' perceptions of video games: MMOGs and the future of preservice teacher education. Innovate: Journal of Online Education, 2(3). https://www.learntechlib.org/p/104278/
  • Sundqvist, P. (2009). Extramural English matters: out-of-school English and its impact on Swedish ninth graders’ oral proficiency and vocabulary [Doctoral dissertation]. Karlstad: Karlstad University Studies.
  • Stratton, S. J. (2021). Population research: convenience sampling strategies. Prehospital and Disaster Medicine, 36(4), 373–374. https://doi.org/10.1017/s1049023x21000649
  • Sylvén, L. K., & Sundqvist, P. (2012). Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(3), 302–321. https://doi.org/10.1017/s095834401200016x
  • Thorne, S. L. (2010). The ‘intercultural turn’ and language learning in the crucible of new media. Telecollaboration 2.0 for Language and Intercultural Learning, 139–164.
  • Wu, M. L. (2015). Teachers’ experiences, attitudes, self-efficacy, and perceived barriers to the use of digital game-based learning: A survey study through the lens of a typology of educational digital games. Michigan State University, 1-152 https://doi.org/doi:10.25335/M5GX2G

Beyond the Classroom: Integrating Video Games as Extracurricular English Activities

Yıl 2024, , 181 - 190, 24.09.2024
https://doi.org/10.47806/ijesacademic.1407158

Öz

This study delves into EFL instructors’ perceptions of integrating video games as extracurricular activities. Combining quantitative and qualitative data collection methods, a mixed method was employed. The data were collected through a questionnaire and semi-structured interviews. 147 EFL instructors who work at universities in Turkey took part in the quantitative phase of the study, and 10 instructors volunteered to participate in the interview sessions. The quantitative data were analysed via SPSS 23, and for the qualitative data analysis MAXQDA software program was utilised. The results revealed that EFL instructors have generally positive perceptions of integrating video games as extracurricular activities, with a minority actively using them in their teaching. Moreover, there was a consensus that video games could be more effective when utilized as extracurricular tools rather than main instructional tools. Notable concerns expressed by the participants included time limitations, a busy curriculum, and a lack of knowledge about video games. Despite these concerns, it was found that the EFL instructors are willing to use video games in their teaching practices and learn more about them. These findings point out the importance of targeted professional development programs for the effective integration of video games into language teaching as extracurricular activities.

Kaynakça

  • Adams, E. (2013). Fundamentals of game design (3rd ed.). New Riders.
  • Alshaya, K. (2020). English language learner teachers’ perceptions of digital games on student learning. 3088. [Theses and Dissertations]. https://commons.und.edu/theses/3088
  • Bedir, H., & Müftüoğlu, A. (2016). Perceptions of Turkish primary school EFL teachers on digital games. [Conference Presentation] 10th European Conference on Games Based Learning: ECGBL 2016, Paisley, Scotland
  • Beggs, R., O’Neill, P., Virapen, K., & Alexander, S. (2009). The perception of gaming in higher education: Gaming habits of University of Ulster staff. 2009 Conference in Games and Virtual Worlds for Serious Applications. https://doi.org/10.1109/vs-games.2009.10
  • Bensiger, J. (2012). Perceptions of pre-service teachers of using video games as teaching tools (Order No. 3517303). [Doctoral Dissertation, University of Cincinnati]. Available from ProQuest Dissertations & Theses Global. (1032539592). https://www.proquest.com/dissertations-theses/perceptions-pre-service-teachers-using-video/docview/1032539592/se-2
  • Can, G. (2003). Perceptions of prospective computer teachers toward the use of computer games with educational features in education [Master’s Thesis, Middle East Technical University]
  • Carstens, A., & Beck, J. J. (2005). Get ready for the gamer generation. TechTrends, 49(3), 22–25. https://doi.org/10.1007/bf02763643
  • Chik, A. (2011). Digital gaming and social networking: English teachers’ perceptions, attitudes and experiences. Pedagogies: An International Journal, 6(2), 154–166. https://doi.org/10.1080/1554480x.2011.554625
  • Dörnyei, Z. (2007). Research methods in applied Linguistics: quantitative, qualitative, and mixed methodologies. Oxford Applied Linguistics.
  • Ebrahimzadeh, M., & Alavi, S. M. H. (2017). The effect of digital video games on EFL students’ language learning motivation. Teaching English With Technology, 17(2), 87–112. http://cejsh.icm.edu.pl/cejsh/element/bwmeta1.element.desklight-f93dbd84-a6d5-4003-8bdd- 2a4ebbfb6ce6/c/ARTICLE6.pdf
  • Franciosi, S. J. (2014). Educator perceptions of digital game-based learning in the instruction of foreign languages in Japanese higher education. In ProQuest LLC eBooks. https://digitalcommons.pepperdine.edu/cgi/viewcontent.cgi?article=1408&context=etd
  • Gee, J. P. (2008). Game-like learning. In Cambridge University Press eBooks (pp. 200–221). https://doi.org/10.1017/cbo9780511802157.010
  • Güleroğlu, M. (2015). Pre-service teachers’ beliefs, experiences, and perceptions on mobile games [Master’s thesis]. Middle East Technical University.
  • Hsu, T. Y., & Chiou, G. F. (2019). Pre-service teachers’ perceptions of digital game-supported learning. Learning & Technology Library (LearnTechLib). https://www.learntechlib.org/primary/p/173286/
  • İnce, E. Y., & Demirbilek, M. (2013). Secondary and high school teachers’ perceptions regarding computer games with educational features in Turkey. The Anthropologist, 16(1–2), 89–96. https://doi.org/10.1080/09720073.2013.11891338
  • Koh, E., Kin, Y. G., Wadhwa, B., & Lim, J. (2011). Teacher perceptions of games in Singapore schools. Simulation & Gaming, 43(1), 51–66. https://doi.org/10.1177/1046878111401839
  • Krashen, S. (1985). The input hypothesis: issues and implications. https://ci.nii.ac.jp/ncid/BA35128831
  • Krashen, S., & Terrell, T. D. (1984). The natural approach: language acquisition in the classroom. The Modern Language Journal, 68(3), 277. https://doi.org/10.2307/328020
  • Li, C. (2017). Attitudes towards digital game-based learning of Chinese primary school English teachers. http://hdl.handle.net/1842/31039
  • Nunan, D. (1991). Language teaching methodology: A Textbook for Teachers.
  • Prensky, M. (2001). Digital natives, digital immigrants Part 1. On The Horizon, 9(5), 1–6. https://doi.org/10.1108/10748120110424816
  • Rocha, M., Tangney, B., & Dondio, P. (2018). Play and learn: Teachers’ perceptions about classroom video games. 2nd European Conference on Games-Based Learning. 4 - 5 October 2018, SKEMA Business School, Sophia Antipolis. https://doi.org/10.21427/3k2q-6624
  • Rudis, D., & Poštič, S. (2018). Influence of video games on the acquisition of the English language. Verbum, 8, 112–128. https://doi.org/10.15388/verb.2017.8.11354
  • Sandford, R., Ulicsak, M., Facer, K., & Rudd, T. (2006). Teaching with games—Using commercial off-the-shelf computer games in formal education. https://liacs.leidenuniv.nl/~verbeekfj/courses/hci/TWG_report.pdf
  • Schrader, P. G., Zheng, D., & Young, M. (2006). Teachers' perceptions of video games: MMOGs and the future of preservice teacher education. Innovate: Journal of Online Education, 2(3). https://www.learntechlib.org/p/104278/
  • Sundqvist, P. (2009). Extramural English matters: out-of-school English and its impact on Swedish ninth graders’ oral proficiency and vocabulary [Doctoral dissertation]. Karlstad: Karlstad University Studies.
  • Stratton, S. J. (2021). Population research: convenience sampling strategies. Prehospital and Disaster Medicine, 36(4), 373–374. https://doi.org/10.1017/s1049023x21000649
  • Sylvén, L. K., & Sundqvist, P. (2012). Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(3), 302–321. https://doi.org/10.1017/s095834401200016x
  • Thorne, S. L. (2010). The ‘intercultural turn’ and language learning in the crucible of new media. Telecollaboration 2.0 for Language and Intercultural Learning, 139–164.
  • Wu, M. L. (2015). Teachers’ experiences, attitudes, self-efficacy, and perceived barriers to the use of digital game-based learning: A survey study through the lens of a typology of educational digital games. Michigan State University, 1-152 https://doi.org/doi:10.25335/M5GX2G
Toplam 30 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Eğitim Üzerine Çalışmalar (Diğer)
Bölüm Araştırma Makaleleri
Yazarlar

Çağla Usta 0000-0003-2876-6537

Ahmet Şahan 0000-0003-2205-3851

Erken Görünüm Tarihi 28 Haziran 2024
Yayımlanma Tarihi 24 Eylül 2024
Gönderilme Tarihi 19 Aralık 2023
Kabul Tarihi 14 Mayıs 2024
Yayımlandığı Sayı Yıl 2024

Kaynak Göster

APA Usta, Ç., & Şahan, A. (2024). Beyond the Classroom: Integrating Video Games as Extracurricular English Activities. International Journal of Educational Spectrum, 6(2), 181-190. https://doi.org/10.47806/ijesacademic.1407158

ISSN: 2667-5870