Use of Games in ESP Classes: Perceptions from Students and Teachers

Q1 Social Sciences
O. Synekop, Yuliana Lavrysh, I. Lytovchenko, O. Chugai, V. Lukianenko
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引用次数: 0

Abstract

Games are a powerful tool that can generate students’ interest and add variety to the traditional process of English for Specific Purposes (ESP) instruction. Therefore, our aim was to explore their motivational and didactic potential in ESP classes at the university, particularly, to analyze teachers’ and students’ attitudes toward the use of games and to examine the effect of games on learning vocabulary and grammar. To achieve this, we used a mixed methods research design collecting qualitative and quantitative data through surveys and tests from both teachers and students. The survey results showed that both ESP teachers and students had positive attitudes toward the use of games in the learning process due to the motivational power of games, their ability to make learning enjoyable, involve and stimulate students to active enquiry, and create a relaxed environment. We observed statistically higher results in the post-test for ESP vocabulary and grammar in the experimental groups where games were incorporated, signifying the effectiveness of this method. The study contributes to our understanding of the motivational potential of games and their possibilities for teaching ESP. In future research, the assessment of gamified activities could be explored to further enrich our knowledge in this area.
ESP课堂中游戏的使用:学生和教师的看法
游戏是一种强大的工具,可以激发学生的兴趣,并为传统的特殊用途英语教学过程增添多样性。因此,我们的目的是探索他们在大学ESP课堂上的动机和教学潜力,特别是分析教师和学生对游戏使用的态度,并考察游戏对词汇和语法学习的影响。为了实现这一点,我们采用了混合方法研究设计,通过教师和学生的调查和测试收集定性和定量数据。调查结果显示,ESP教师和学生都对游戏在学习过程中的使用持积极态度,这是因为游戏的动力,他们能够让学习变得愉快,参与并激励学生积极探究,并创造一个轻松的环境。我们观察到,在纳入游戏的实验组中,ESP词汇和语法的后测结果在统计学上更高,这表明了这种方法的有效性。这项研究有助于我们理解游戏的动机潜力及其在ESP教学中的可能性。在未来的研究中,可以探索对游戏化活动的评估,以进一步丰富我们在这一领域的知识。
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来源期刊
自引率
0.00%
发文量
352
审稿时长
12 weeks
期刊介绍: This interdisciplinary journal focuses on the exchange of relevant trends and research results and presents practical experiences gained while developing and testing elements of technology enhanced learning. It bridges the gap between pure academic research journals and more practical publications. So it covers the full range from research, application development to experience reports and product descriptions. Fields of interest include, but are not limited to: -Software / Distributed Systems -Knowledge Management -Semantic Web -MashUp Technologies -Platforms and Content Authoring -New Learning Models and Applications -Pedagogical and Psychological Issues -Trust / Security -Internet Applications -Networked Tools -Mobile / wireless -Electronics -Visualisation -Bio- / Neuroinformatics -Language /Speech -Collaboration Tools / Collaborative Networks
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