Search results for "digital game-based learning"
showing 5 items of 5 documents
Why Digital Games Can Be Advantageous in Vocabulary Learning
2021
Vocabulary learning is an integral part of language learning; however, it is difficult. Although there are many techniques proposed for vocabulary learning and teaching, researchers still strive to find effective methods. Recently, digital games have shown potentials in enhancing vocabulary acquisition. A majority of studies in digital game-based vocabulary learning (DGBVL) literature investigate the effectiveness of DGBVL tasks. In other words, there are enough answers to what questions in DGBVL literature whereas why questions are rarely answered. Finding such answers help us learn more about the structure of the DGBVL tasks and their effects on vocabulary learning. Hence, to achieve this…
Supporting struggling readers with digital game-based learning
2019
This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-grade students who have persistent difficulties with acquiring accurate and fluent reading skills. The participants (N = 37) were randomly assigned either to a 6-week intervention including sessions with GL, in addition to school-provided support, or a control group receiving only school-provided support. The intervention took place at the students’ homes and schools under the supervision of their parents and teachers. The results showed that the children who received the GL intervention developed significantly faster in word reading than the control group. Moreover, their reading development w…
Book review: Shaules, Joseph (2015). The Intercultural Mind : Connecting Culture, Cognition, and Global Living
2015
Is School a Better Environment Than Home for Digital Game-Based Learning? The Case of GraphoGame
2015
This study investigated how the use of an online reading game differs in home and school environments. First and second graders (N = 194) participated in an 8-week training during which they used the reading program GraphoGame either at home or at school under the supervision of parents or teachers. Child participants were recommended by parents and teachers recruited from the list of GraphoGame users, and adults decided whether the training took place at home or at school. We measured the frequency and duration of playing, children’s engagement, development of reading skill and reading interest, and adult supportive involvement. The results revealed that children who played GraphoGame at s…
Applying video games in language learning and teaching : the learner perspective: a case study
2012
Tutkielman tarkoituksena on selvittää oppijoiden näkemyksiä videopelien nykyisistä ja mahdollisista käyttötavoista kieltenopetuksessa ottaen huomioon koehenkilöiden koulutus- ja pelaajataustan. Pelitutkimusta ei ole vielä tehty kauaa, joten ala on hajanainen, mutta tämä tutkimus pohjautuu tietokoneavusteisen oppimisen (CALL) ja videopeleihin perustuvan oppimisen (DGBL) tutkimukseen. CALL ei keskity erikseen pelien käyttöön tai käsittelee enemmän kieltenoppimiseen tehtyjä ohjelmia, kun taas peleihin perustuvassa opetuksessa kielet eivät ole erityisasemassa. Oppimistuloksia ja oppijakokemuksia pelien käytöstä on kerätty lähinnä esikoulu- ja peruskouluikäisiltä, joten lukiolaiskokeilu täydentä…