Use of Digital Games in Teaching Vocabulary to Young Learners

Esin Hazar
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引用次数: 4

Abstract

It has been an educational policy for the Turkish educational authorities to teach English as a foreign language from early ages of children. This research attempts to determine the role of digital games on enhancing English vocabulary and to com¬pare games with pen and paper practices. For this purpose, digital games on EBA (Education Informatics Network) platform were used for enhancing vocabulary teaching in a public primary school in Turkey. The study recruited 37 third-grade students from two separate classes. A class of 20 students was identified as the experimental group, and another class of 17 students was assigned as the control group. The data for this study was obtained by gathering information from pre and post-tests. The control group received English lessons without using games on EBA, while the experimental group used EBA while learning vocabulary. Independent sample t-test was used to measure the effect of digital games on the vocabulary learning of the experimental group. It was deduced from the findings that there were statistically significant differences in the mean scores of post-tests. The findings showed that the experimental group outperformed the control group and the statistical results were considerable in post-test. Findings indicate that digital games usage in teaching vocabulary is effective for learners to improve their vocabulary knowledge.
数字游戏在青少年词汇教学中的应用
土耳其教育当局的一项教育政策是,从儿童早期开始将英语作为外语教授。本研究试图确定数字游戏在提高英语词汇量方面的作用,并将游戏与纸笔练习进行比较。为此,我们利用EBA (Education Informatics Network)平台上的数字游戏来加强土耳其一所公立小学的词汇教学。这项研究招募了来自两个不同班级的37名三年级学生。一个20人的班级被确定为实验组,另一个17人的班级被指定为对照组。本研究的数据是通过收集测试前和测试后的信息获得的。对照组在不使用EBA游戏的情况下接受英语课程,实验组在使用EBA学习词汇。采用独立样本t检验来衡量数字游戏对实验组词汇学习的影响。从研究结果可以推断,在后测的平均分数上有统计学上的显著差异。结果表明,实验组优于对照组,后测统计结果相当可观。研究结果表明,在词汇教学中使用数字游戏对学习者词汇知识的提高是有效的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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