A Promoting EFL Learners’ Linguistic Competence via Videogame Play-Trace Effects: An Empirical Study

  • Khidhir R
  • Wali H
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Abstract

The current study is an experimental digital game-based (DGBL) endeavor which tackles potential educational issues beyond the frequent use of games, language learning potentials in particular. It has used a mixed method approach, i.e., quantitative and qualitative. The study aims at exploring the practical effects of videogame play, Trace Effect, on improving the players’ linguistic competence. It is hypothesized that (playing videogame cannot create any difference of performance between groups of subject matters for improving English language learning. The study has concluded the followings; overall inferential statistics confirmed that playing videogame can effectively get into the improvement process of teaching English as a foreign language to the university students. On the other hand, playing the videogame, Trace Effects, has formed the solely major cause of improvement and learning in the following domains, creating friendly fascinating atmosphere, upgrading technological skills, increasing motivation towards learning, making use of homework as a form of external extensive activity, forming semi-independent learning, and practicing and virtual reality of the second/foreign language’s culture.

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APA

Khidhir, R. J., & Wali, H. A. (2019). A Promoting EFL Learners’ Linguistic Competence via Videogame Play-Trace Effects: An Empirical Study. Journal of University of Raparin, 6(1), 56–72. https://doi.org/10.26750/vol(6).no(1).paper5

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