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

Authors

  • Rozhgar Jalal Khidhir University of Salahaddin
  • Hussein Ali Wali University of Salahaddin

DOI:

https://doi.org/10.26750/paper

Keywords:

Linguistic Competence, DGBL, Videogame, Trace Effects.

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.

References

Anne, Z. (2010). Experimental and quasi-experimental research designs. [PDF] Available at: https://annezelenka.com/2010/08/15/experimental-and-quasi experimental-research-designs/ (Accessed on July, 25th, 2018)

Bado, N.,(2014) Video games and English as a foreign language education in Burkina Faso. Unpublished dissertation: the faculty of The Patton College of Education of Ohio University

Brown, H. D., (2000). Principles of language learning and teaching. 4th ed. New York: Addison Wesley Longman Inc.

Bruin, J. 2006. Newtest: command to compute new test. UCLA: Statistical Consulting Group. [PDF] Available at: https://stats.idre.ucla.edu/stata/ado/analysis/. (Accessed on July, 25th, 2018)

Chastain, K., (1988) Developing second-language skills: theory and practice. 3rd ed. Florida: Harcourt Brace Jovanovich Inc.

Cheng, Ch. H. and Chung, H. S. (2012). “A Game-based learning system for improving student’s learning effectiveness in system analysis course”. Social and Behavioral Sciences 31 (2012) 669 – 675.

Creswell, J. W. (2009). Research design: qualitative, quantitative and mixed approaches. LA: Sage.

Drummond, K. E. and ‎Murphy-Reyes, A. (2017) Nutrition Research: concepts and application. Burlington: Jones & Bartlett Learning.

Ebel, R. and Frisbie, D. (1991). Essentials of educational measurement. New Delhi: Prentice-Hall.

Englishjet, Just for teachers, (2007) [Online] Available at: http://www.englishjet.com/english_courses_files/test_cambridge_first_certificate.asp. (Accessed on July, 25th, 2018)

Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave/Macmillan.

Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling.

London: Routledge.

Gravetter, F. J. & Wallnau, L. B. (2012). Statistics for the behavioral health sciences (9th ed). Belmont, CA: Wadsworth.

Guerrero, H. A.G. (2011) “Using Video Game-Based Instruction in an EFL Program:

Understanding the Power of Video Games in Education”. Colombian Applied Linguistics Journal ISSN 0123-4641. vol.13 no.1 Bogotá.

Hymes, D.H. (1972). On Communicative Competence. In: J.B. Pride and J. Holmes (eds)

Sociolinguistics. Selected Readings. Harmondsworth: Penguin, pp. 269-293.(Part1)

Kimberlin, C. L. and Winterstein, A. G. (2008). Research Fundamentals: validity and reliability of measurement instruments used in research. Florida: American Society of Health-System Pharmacists, Inc.

Korb, K.A. (2012) Conducting Educational Research: Step 6: Select Sampling Technique. [PDF] Available at: http://korbedpsych.com/R06Sample.html (Accessed on July, 25th, 2018)

Koster, R. (2005). A theory of fun for game design. Scottsdale, AZ : Paraglyph Press.

Luann B, Jennifer H, Luana H, Anthony J. H, Paul Y R, Katherine R, G Hua Y, and Mike P. (2012). Experimental and Quasi-Experimental Research. [PDF] Colorado State University. Available at: https://writing.colostate.edu/guides/guide.cfm?guideid=64. (Accessed on July, 25th, 2018)

McLeod, S. A. (2013). What is validity?. [PDF] Available at: http://www.simplypsychology.org/validity.html (Accessed on July, 25th, 2018)

Main, M. E. and Ogaz, V. L. (2016) "Common Statistical Tests and Interpretation in Nursing Research," International Journal of Faith Community Nursing: Vol. 2: Iss. 3, Article 2. [PDF] Available at: http://digitalcommons.wku.edu/ijfcn/vol2/iss3/2 (Accessed on July, 25th, 2018)

Nicolas, E. (2005) A Short and Simple Definition of What a Videogame Is. University of Technology of Compiègne Heudiasyc. UMR CNRS 6599

Pandey, P. and Pandey, M. M. (2015) Research methodology: tools and techniques. Marghiloman: Bridge Center.

Prensky, M. (2001) "Digital Natives, Digital Immigrants Part 1" [PDF], On the Horizon, Vol. 9 Issue: 5, pp.1-6, Available at: https://doi.org/10.1108/10748120110424816. (Accessed on Dec. 12, 2018)

Rosenbaum, P. R. (2010). Design of observational studies. Philadelphia: Springer Science+Business Media, LLC

Stephanie, (2017). Cronbach’s Alpha: simple definition , Use and Interpretation. [PDF] Available at: http://www.statisticshowto.com/cronbachs-alpha-spss/ (Accessed on July, 25th, 2018)

Stephanie, (2018a). Correlation Coefficient: Simple Definition, Formula, Easy Steps.Theme Horse Powered by: WordPress. [PDF] Available at: http://www.statisticshowto.com/probability-and-statistics/correlation-coefficient-formula/. (Accessed on July, 25th, 2018)

Test your English, Anon. (2017) [Online] Available at: http://www.cambridgeenglish.org (Accessed on July, 25th, 2018)

Thisted R. A. (2010) What is a P-value?. Departments of Statistics and Health Studies. University of Chicago.

Thompson, Ch. B. and Panacek, E.A. (2006) “Research study designs: experimental and quasi-experimental”, Air medical journal, Volume 25, Issue 6, Pages 242– 246. [Online] Available at: https://www.airmedicaljournal.com/article/S1067-991X(06)00286-0/fulltext (Accessed on July, 25th, 2018 )

Tichapondwa, S.M. ed. (2013). Preparing your dissertation at a distance: a research guide. Vancouver: CC-BY-SA.

United States Department of State (2012). Trace Effects teacher’s manual part I: gaming in education. Washington, D.C. [PDF] Available at: https://americanenglish.state.gov (Accessed on July, 25th, 2018)

Vahdat S. and Behbahani, A.R. (2013) “The Effect of Video Games on Iranian EFL Learners’ Vocabulary Learning”. The Reading Matrix, Volume 13, Number 1, April 2013.

Downloads

Published

2019-06-28

How to Cite

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/paper

Issue

Section

Humanities & Social Sciences