Assessing the Learning Outcomes of Using Mobile Game Integration in Teaching English Vocabulary: A Case Study of Saudi Arabia

K. Alotaibi, Madhawi Ghallab Alharbi
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引用次数: 5

Abstract

English language is taught universally and is therefore also in Saudi Arabia since 1958. But the student’s achievements have not been satisfactory, hence the imperative to research new teaching methods. 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 for student achievement in a Saudi female public high school. 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 one participant cohort who were taught two modules; one through The English Bee in and the other module was 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.
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手机游戏整合在英语词汇教学中的学习效果评估——以沙特阿拉伯为例
自1958年以来,沙特阿拉伯也普遍教授英语。但学生的学习成绩却不尽人意,因此研究新的教学方法势在必行。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)词汇的潜力和影响。在与教师和学生进行了五款手机游戏的试点研究后,我们选择了专为本研究项目设计的原创游戏The English Bee。该研究包括一组参与者,他们被教授两个模块;一个模块通过“英语蜜蜂”进行教学,另一个模块采用传统方法进行教学。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。
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