Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
The effects of a game-enhanced language learning intervention on students’L2 development and L2 motivational self-system.
Download
index.pdf
Date
2020
Author
Musaoğlu Aydın, Seda
Metadata
Show full item record
This work is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
.
Item Usage Stats
354
views
217
downloads
Cite This
The purpose of this study is to investigate the effectiveness of a game-enhanced language learning intervention on language learning and on the development of L2 motivational self-system of EFL students. The study employed a quasi-experiment design with 76 EFL students at a private university. The experimental group (N=38) participated in a game-enhanced language learning program for 10 weeks, whereas the control group (N=38) received traditional instruction. Students in the experimental group were asked to play the game Life is Strange as a part of their instruction and classroom activities designed along the PCaRD were conducted an hour per week. For the quantitative data an achievement test (TOEFL ITP) and L2 motivational self-system questionnaire was implemented with both the experimental and control group at the beginning and end of the semester. The qualitative data were gathered from 7 students from the experimental group via semi-structured interviews. The findings of the study indicated that even though there was no significant difference between control and experimental group regarding both the achievement exam and L2 motivational self-system questionnaire, the participants had quite positive attitudes toward game integration. Overall, the participants suggested that game play and its integration provided them with a great amount of language input, especially vocabulary and daily expressions, and it was motivating for their language learning process.
Subject Keywords
Language and education.
,
Game-Enhanced Language Learning
,
Second Language Learning
,
L2 Motivational Self-System
,
PCaRD.
URI
http://etd.lib.metu.edu.tr/upload/12625090/index.pdf
https://hdl.handle.net/11511/45375
Collections
Graduate School of Social Sciences, Thesis
Suggestions
OpenMETU
Core
The Relationship between EFL Learners’ Language Learning Strategy Use, Willingness to Communicate, and L2 Achievement
Demir Ayaz, Aycan (null; 2017-04-18)
This study aimed to explore the interactions between EFL learners’ language learning strategy use, willingness to communicate (WTC), and L2 achievement. To do so, a quantitative study was conducted with 79 tertiary level EFL learners. These participants were prep-class students from two different state universities, and they were having intensive language courses during that one-year education. Data were collected using a 70-item composite instrument. To measure language learning strategy use of the partici...
The Relationship between EFL Learners’ Language Learning Strategy Use, Willingness to Communicate, and L2 Achievement
Demir Ayaz, Aycan (2017-09-01)
This study aimed to explore the interactions between EFL learners’ language learning strategy use, willingness to communicate (WTC), and L2 achievement. To do so, a quantitative study was conducted with 79 tertiary level EFL learners. These participants were prep-class students from two different state universities, and they were having intensive language courses during that one-year education. Data was collected using a 70-item composite instrument. To measure language learning strategy use of the particip...
The effects of a game-enhanced learning intervention on foreign language learning
Aydin, Seda Musaoglu; Çakır, Nur (2022-07-01)
The rich multimedia-enhanced language content offered by modern commercial off-the-shelf games and students' interest in playing such games has motivated efforts for seeking effective means to integrate them into the curriculum to enrich and enhance foreign language learning. Despite the general interest and appeal of game-enhanced learning in foreign language learning, there is a need for strategies for effective curriculum integration and empirical studies to test the effects of such interventions systema...
The effects of synchronous computer mediated communication (SCMC) on English language learners' oral proficiency development
Seferoğlu, Gölge (2007-12-16)
This study allowed pairs of English language learners, a class in Turkey and a class in Spain, to have synchronous audio communication over the Internet. One component of the study had a quasi-experimental research design with two English oral communication classes in Turkey. The class who received CMC integrated instruction formed the experimental group and the class who followed regular English oral communication instruction constituted the control group. Oral proficiencies of the learners were measured a...
The Use of call to foster learner autonomy in EFL: a quasi-experimental study
Kızmaz, Zülal; Savaş, Perihan; Department of English Language Teaching (2019)
The purpose of the present study was to investigate the effects of computer-assisted language learning (CALL) on learner autonomy. In order to do that, the study was conducted as a quasi-experimental study with an experimental group and a control group. The participants were 50 English as a foreign language (EFL) learners studying in the preparatory school of a state university in Ankara, Turkey. As part of the study, a CALL treatment that aimed to foster learner autonomy was designed and implemented in the...
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
S. Musaoğlu Aydın, “The effects of a game-enhanced language learning intervention on students’L2 development and L2 motivational self-system.,” Thesis (M.S.) -- Graduate School of Social Sciences. Educational Sciences., Middle East Technical University, 2020.