A1 Journal article (refereed)
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 authors or editors


Publication details

All authors or editors: Rasti-Behbahani, Amin; Shahbazi, Maryam

Journal or series: Computer Assisted Language Learning

ISSN: 0958-8221

eISSN: 1744-3210

Publication year: 2022

Publication date: 01/12/2020

Volume: 35

Issue number: 8

Pages range: 1920-1945

Publisher: Routledge, Taylor & Francis

Publication country: United Kingdom

Publication language: English

DOI: https://doi.org/10.1080/09588221.2020.1846567

Publication open access: Openly available

Publication channel open access: Partially open access channel

Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/73249


Abstract

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.


Keywords: digital games; playing (games and sports); languages; words; learning; language acquisition


Contributing organizations


Ministry reporting: Yes

Reporting Year: 2022

Preliminary JUFO rating: 2


Last updated on 2023-10-05 at 08:42