Mixed Methods Study: Integrating Mobile Games in Teaching English Vocabulary in Formal Saudi Education

Madhawi Ghallab S. Alharbi
{"title":"Mixed Methods Study: Integrating Mobile Games in Teaching English Vocabulary in Formal Saudi Education","authors":"Madhawi Ghallab S. Alharbi","doi":"10.33422/3rd.rteconf.2020.12.70","DOIUrl":null,"url":null,"abstract":"The purpose of this study is to investigate the potential and effects of using mobile device games on learning English as a Foreign Language (EFL) vocabulary in a Saudi female public high school. Although English has been taught in Saudia Arabia since 1958, the learning outcomes have not been satisfactory, hence the imperative to research new teaching methods. After conducting pilot studies of five mobile games with teachers and students, The English Bee, an original game specifically designed for this research project, was. selected. The study comprised two participant cohorts: one taught through The English Bee, the other a control group taught by traditional methods. It employed a mixed methodology of a number of collection techniques for both qualitative and quantitative data, namely, pre-and post-tests, focus group discussions, interviews and reflective essays. The results show that using mobile game helps to improve students’ achievements in learning EFL vocabulary, in terms of both the spelling of words and pronunciation recognition, as well as in enhancing their positive attitudes towards learning a foreign language. These results will assist other researchers, developers and educationalists worldwide, in choosing or programming games for learning both English and other foreign languages.","PeriodicalId":383683,"journal":{"name":"Proceedings of ‏The 3rd International Conference on Research in Teaching and Education","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of ‏The 3rd International Conference on Research in Teaching and Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33422/3rd.rteconf.2020.12.70","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

The purpose of this study is to investigate the potential and effects of using mobile device games on learning English as a Foreign Language (EFL) vocabulary in a Saudi female public high school. Although English has been taught in Saudia Arabia since 1958, the learning outcomes have not been satisfactory, hence the imperative to research new teaching methods. After conducting pilot studies of five mobile games with teachers and students, The English Bee, an original game specifically designed for this research project, was. selected. The study comprised two participant cohorts: one taught through The English Bee, the other a control group taught by traditional methods. It employed a mixed methodology of a number of collection techniques for both qualitative and quantitative data, namely, pre-and post-tests, focus group discussions, interviews and reflective essays. The results show that using mobile game helps to improve students’ achievements in learning EFL vocabulary, in terms of both the spelling of words and pronunciation recognition, as well as in enhancing their positive attitudes towards learning a foreign language. These results will assist other researchers, developers and educationalists worldwide, in choosing or programming games for learning both English and other foreign languages.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
混合方法研究:手机游戏在沙特正规教育英语词汇教学中的整合
本研究的目的是调查在沙特女子公立高中使用移动设备游戏学习英语作为外语(EFL)词汇的潜力和效果。虽然沙特阿拉伯从1958年开始教授英语,但学习效果并不理想,因此研究新的教学方法势在必行。在与教师和学生进行了5款手机游戏的试点研究后,专门为该研究项目设计的原创游戏The English Bee面世了。选中。这项研究包括两组参与者:一组通过“英语蜜蜂”进行教学,另一组通过传统方法进行教学。它采用了一系列收集定性和定量数据技术的混合方法,即前后测试、焦点小组讨论、访谈和反思性文章。结果表明,使用手机游戏有助于提高学生在英语词汇学习方面的成绩,无论是单词的拼写还是发音的识别,以及增强他们学习外语的积极态度。这些结果将有助于世界各地的其他研究人员、开发人员和教育工作者选择或编写学习英语和其他外语的游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
“Who wants to be a penguin?”—Conceptualisation of leadership and its impact on leader development practices among medical doctors in Uganda Mixed Methods Study: Integrating Mobile Games in Teaching English Vocabulary in Formal Saudi Education Visual Analytics for Faculty Teaching Practice and Performance: A Case Study of Educational Data Mining Agile Change to Digital Teaching during and after Corona Pandemic for Flipped Classroom Courses – An Overview of Tasks and Responsibilities
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1