The victory of a non-digital game over a digital one in vocabulary learning

IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Samaneh Naderi , Fatemeh Moafian
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Abstract

Among the most important things a child can do to learn is to play. Technology, however, has created a distinct type of play for children that differs from previous forms. This raises the question of whether digital or non-digital plays are more effective learning tools. To address the question, the current study examined the impact of digital and non-digital play-based instruction on children's vocabulary learning and retention. To this aim, 40 elementary EFL learners were assigned to two groups: digital and non-digital. In the first phase of the study, after twenty sessions of intervention, the post-test was administered and two weeks later, the delayed post-test was held. Twenty sessions of another type of play-based learning took place in the second phase when the learners switched groups. We ended up administering both the post-test and the delayed post-test after a two-week break. The data were analyzed using ANCOVA and Quade's ANCOVA tests. Additionally, the learners, parents, teachers, and two observers who attended all classes were interviewed. The quantitative results revealed that, across the stages, the non-digital group outperformed the digital one. The interviews and observations lend credence to the quantitative results. The study demonstrated that the advent of technology should not make us ignore the benefits of non-digital activities and plays in language education environments.

词汇学习中非数字游戏战胜数字游戏
孩子能做的最重要的事情之一就是玩耍。然而,技术为儿童创造了一种不同于以往形式的独特游戏类型。这就提出了一个问题,即数字戏剧还是非数字戏剧是更有效的学习工具。为了解决这个问题,目前的研究考察了基于数字和非数字游戏的教学对儿童词汇学习和保留的影响。为此,40名小学英语学习者被分为两组:数字组和非数字组。在研究的第一阶段,在20次干预后,进行了后期测试,两周后,进行延迟的后期测试。在第二阶段,当学习者换组时,进行了20次另一种类型的基于游戏的学习。经过两周的休息,我们最终进行了后期测试和延迟的后期测试。使用ANCOVA和Quade的ANCOVA测试对数据进行分析。此外,还采访了参加所有课程的学习者、家长、教师和两名观察员。定量结果显示,在各个阶段,非数字群体的表现优于数字群体。访谈和观察为定量结果提供了依据。该研究表明,技术的出现不应使我们忽视语言教育环境中非数字活动和游戏的好处。
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