A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä
Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge (2022)
Rasti-Behbahani, A., & Shahbazi, M. (2022). Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge. Computer Assisted Language Learning, 35(8), 1920-1945. https://doi.org/10.1080/09588221.2020.1846567
JYU-tekijät tai -toimittajat
Julkaisun tiedot
Julkaisun kaikki tekijät tai toimittajat: Rasti-Behbahani, Amin; Shahbazi, Maryam
Lehti tai sarja: Computer Assisted Language Learning
ISSN: 0958-8221
eISSN: 1744-3210
Julkaisuvuosi: 2022
Ilmestymispäivä: 01.12.2020
Volyymi: 35
Lehden numero: 8
Artikkelin sivunumerot: 1920-1945
Kustantaja: Routledge, Taylor & Francis
Julkaisumaa: Britannia
Julkaisun kieli: englanti
DOI: https://doi.org/10.1080/09588221.2020.1846567
Julkaisun avoin saatavuus: Avoimesti saatavilla
Julkaisukanavan avoin saatavuus: Osittain avoin julkaisukanava
Julkaisu on rinnakkaistallennettu (JYX): https://jyx.jyu.fi/handle/123456789/73249
Tiivistelmä
This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task on the acquisition of some components of a word knowledge framework. In so doing, 124 Persian speakers (56 males and 68 females) were randomly assigned to either a control or an experimental group. The experimental group participants completed a DGBVL task for acquiring ten low-frequent inanimate object names, or lexical nouns, by playing a commercial adventure game. The control group participants practiced the same words in a fill-in-the-blank vocabulary acquisition exercise. In brief, first, all participants sat for a word-checklist and a proficiency test; next, they completed their tasks, and three weeks later, all participants sat for eight achievement tests. In the achievement test booklet, participants’ knowledge of receptive, productive, recognition, and recall dimensions and scopes of meaning, orthography, and association were evaluated. The results revealed 1) the efficiency of the DGBVL task in enhancing the acquisition of these components, 2) the precedence of productive knowledge acquisition by the experimental group participants, 3) strong associations among the components acquired through DGBVL task assistance, and 4) gains in the components that were not associated with others due to the efficiency of DGBVL.
YSO-asiasanat: digitaaliset pelit; pelaaminen; kieli ja kielet; sanat; oppiminen; kielen omaksuminen
Liittyvät organisaatiot
OKM-raportointi: Kyllä
Raportointivuosi: 2022
Alustava JUFO-taso: 2