Exploring the Role of Mobile Games in a Blended Module of L۲ Vocabulary Learning

سال انتشار: 1394
نوع سند: مقاله ژورنالی
زبان: انگلیسی
مشاهده: 283

فایل این مقاله در 31 صفحه با فرمت PDF قابل دریافت می باشد

استخراج به نرم افزارهای پژوهشی:

لینک ثابت به این مقاله:

شناسه ملی سند علمی:

JR_TELJ-9-1_003

تاریخ نمایه سازی: 6 اردیبهشت 1400

چکیده مقاله:

Mobile-game (m-game)-enhanced learning offers beneficiaries a modern and attractive window of opportunity to practice and learn language skills and subskills. Through grafting m-games onto the blended module of second language (L۲) vocabulary teaching, this study endeavored to help educators to see if an m-game-enhanced didactic platform is applicable for L۲ teaching and assessment. One-hundred fifty two females and males from four classes at Ahvaz Jundishpur University of Medicine were selected through purposive sampling to participate in this study. To embrace triangulation, data were aggregated via of formative and summative assessments of the participants' performance, attitude questionnaire, as well as a semi-structured interview. After participating in Vocabulary Levels Test (VLT), the participants answered the preresearch questionnaire. Afterwards, for a period of an ۱۸-blended-session course, they were taught the materials by their instructors inside the classroom and then practiced them through the m-games individually or collectively in dyads in the extramural setting. At the end of the course, participants took part in summative tests of English Vocabulary Recognition and Recall (EVRR) followed by the interview with the instructors. For data analysis, descriptive statistics as well as Olkin and Finn, Spearman correlation, and paired samples t-test were run. Descriptive and inferential analyses showed the tendency of the participants and instructors towards collective m-game-enhanced practicing and the prediction power of formative assessment ensued from it on the one hand and accordingly the statistically significant effect of the manner of m-gaming on the anticipatory power of the formative assessment on the other. As a consequence, the findings underscored the urgent need for collaboration in the process of m-game-enhanced L۲ vocabulary learning and assessment.

کلیدواژه ها:

blended method ، collaborative and individual practicing ، m-game ، vocabulary learning

نویسندگان

Saeed Khazaie

Shahid Chamran University of Ahvaz

Alireza Jalilifar

Shahid Chamran University of Ahvaz

مراجع و منابع این مقاله:

لیست زیر مراجع و منابع استفاده شده در این مقاله را نمایش می دهد. این مراجع به صورت کاملا ماشینی و بر اساس هوش مصنوعی استخراج شده اند و لذا ممکن است دارای اشکالاتی باشند که به مرور زمان دقت استخراج این محتوا افزایش می یابد. مراجعی که مقالات مربوط به آنها در سیویلیکا نمایه شده و پیدا شده اند، به خود مقاله لینک شده اند :
  • Al-Seghayer, K. (2001). The effect of multimedia annotation modes on ...
  • Bajpai, S. (2013). Impact of game-based learning on education. Retrieved ...
  • Banados, E. (2006). A blended-learning pedagogical model for teaching and ...
  • Beaugrande, R. (2006).  Critical discourse analysis: History, ideology, and methodology. ...
  • Belland, B. R. (2012). The role of construct definition in ...
  • Bowman, L. (2001, November). Interaction in the online classroom. The ...
  • Chao, K.-H., & Chao, Z.-Y. (2011). The construction of text-based ...
  • Chapelle, C. A. (2003). English Language Learning and Technology. Amsterdam/Philadelphia: ...
  • Chen, N. S., Hsieh, S. W., & Kinshuk (2008). The ...
  • Cohen, J., Cohen, P., West, S. G., & Aiken, L. ...
  • Czpielewski, S. (2011). The virtual world of second life in ...
  • Czepielewski, S., Christodoloplou, C., Kleiner, J., Mirinaviciute, W., & Valencia, ...
  • Ellis, R. (2000) Task-based research and language pedagogy. Language Teaching ...
  • Gamlin, M. (1995, September). Distance learning in transition: The Impact ...
  • Gee, J. P. (2003). What video games have to teach ...
  • Gipps, C. V. (1994). Beyond testing: Towards a theory of ...
  • Havashki, H. & Towhidi, H. (2013). English Games (version 1) ...
  • Huizinga, J. (1987). Homo Ludens. Vom Ursprung der Kultur Im ...
  • Jantke, K. P. (2012). Patterns of game playing behavior as ...
  • Johnson, P. (2013). Mobile tech offers authentic learning potential. Retrieved ...
  • Jones, L., (2004). Testing L2 vocabulary recognition and recall. Learning ...
  • Kennedy, C., & Levy, M. (2008). Using SMS to support ...
  • Kiili, K. (2007). Foundation for problem-based gaming. British Journal of ...
  • Maue, T. P. (2012). Writing as a tool for thinking: ...
  • McCarter, S. (2009). Medicine 1. Oxford: Oxford University Press. ...
  • McCarter, S. (2010). Medicine 2. Oxford: Oxford University Press. ...
  • McDaniel, M. A., Morgeson, F. P., Finnegan, E. B., Campion, ...
  • Mehrotra, D. (2013). Quality education: The ultimate desire by parents. ...
  • Messick, S. (1994). The interplay of evidence and consequences in ...
  • Murphy, E. (1988). The cultural dimension in foreign language teaching: ...
  • Nation, I. (2001). Learning vocabulary in another language. Cambridge: Cambridge ...
  • Nation, P., & Waring, R. (1997). Vocabulary size, text coverage ...
  • National Survey of Student Engagement (2010). Retrieved from http://nsse.iub.edu/html/toolsand_services.cfm. ...
  • Olkin, L., & Finn, J. D. (1995). Correlations redux. Psychological ...
  • Paige, R. M., Jorstad, J., Siaya, L., Klein, F., & ...
  • Pascall, W. (2013). E-learning: where do serious games make most ...
  • Rezvanfar, M. (2011). Iranian native games. Tehran: Nashre BoomAbad. ...
  • Rupp, A. A., Gushta, M., Mislevy, R. J., & Shaffer, ...
  • Salen, K., & Zimmerman, E. (2005). Game design and meaningful ...
  • Schrader, P. G., & McCreery, M. (2012). Are all games ...
  • Shaffer, D. W. (2007). How computer games help children learn. ...
  • Shih, Y.-H., Hou, H.-T., & Wu, Y.-T. (2011). A review ...
  • Shute, V. J. (2011). Stealth assessment in computer-based games to ...
  • Shute, V. J., & Ke, F. (2012). Games, learning, and ...
  • Slator, B. M. & Associates (2006). Electric worlds in the ...
  • Squire, K. (2003). Changing the game: What happens when video ...
  • Sundre, D. L., & Wise, S. L. (2003). Motivation filtering: ...
  • Tan, E. C. C. (2011). Encouraging student learning through online ...
  • Vygotsky, L. S. (1962). Thought and language. Cambridge, MA: MIT ...
  • Wieczorek, J. A. (1994). The concept of French in foreign ...
  • Wiliam, D., & Black, P. (1996). Meanings and consequences: A ...
  • Zhu, Ch., Meng, W., Wang, Y., & Zhang, X. (2011). ...
  • نمایش کامل مراجع