0000000000199460

AUTHOR

Maryam Shahbazi

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Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge

2020

This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task on the acquisition of some components of a word knowledge framework. In so doing, 124 Persian speakers (56 males and 68 females) were randomly assigned to either a control or an experimental group. The experimental group participants completed a DGBVL task for acquiring ten low-frequent inanimate object names, or lexical nouns, by playing a commercial adventure game. The control group participants practiced the same words in a fill-in-the-blank vocabulary acquisition exercise. In brief, first, all participants sat for a word-checklist and a proficiency test; next, they completed their tasks,…

kieli ja kielet050101 languages & linguisticsLinguistics and LanguageoppiminenComputer sciencecomputer.software_genreLanguage and LinguisticsTask (project management)Word knowledgekielen omaksuminen0501 psychology and cognitive sciencessanatPersianpelaaminenbusiness.industry05 social sciences050301 educationVocabulary learninglanguage.human_languageComputer Science ApplicationslanguageGame basedArtificial intelligencebusiness0503 educationcomputerdigitaaliset pelitNatural language processingComputer Assisted Language Learning
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