Supporting Foreign Language Vocabulary Learning Through Kinect-Based Gaming
INTERNATIONAL JOURNAL OF GAME-BASED LEARNING, cilt.7, sa.1, ss.20-35, 2017 (ESCI, Scopus)
- Yayın Türü: Makale / Tam Makale
- Cilt numarası: 7 Sayı: 1
- Basım Tarihi: 2017
- Doi Numarası: 10.4018/ijgbl.2017010102
- Dergi Adı: INTERNATIONAL JOURNAL OF GAME-BASED LEARNING
- Derginin Tarandığı İndeksler: Emerging Sources Citation Index (ESCI), Scopus
- Sayfa Sayıları: ss.20-35
- Anahtar Kelimeler: Computer Assisted Language Learning (CALL), Edutainment, Kinect-Based Game, Virtual Reality, Vocabulary Acquisition in English, KNOWLEDGE, ENGLISH, ACQUISITION, SYSTEM, GAMES, PLAY
- Açık Arşiv Koleksiyonu: AVESİS Açık Erişim Koleksiyonu
- Orta Doğu Teknik Üniversitesi Adresli: Evet
Özet
This study aimed to explore the effectiveness of a Kinect-based game called Tom Clancy's Ghost Recon: Future Soldier to investigate possible contributions of game-based learning in a virtual language classroom at a state university in Ankara, Turkey. A quasi-experimental design where the treatment group (N=26) was subjected to kinect-based learning environments, and the control group (N = 26) continued with traditional learning environments was used. All the participants were administered an achievement test as a pre-test, and a post-test. Moreover, the qualitative part of the study included post-study semi-structured interviews with 10 students. The findings showed that there was significant mean difference in student achievement in post-test scores in favor of the experimental group. In addition, the study explored the opinions of the students toward the use of gesture-based computing systems for instructional purposes. The findings suggested some important points to consider while making use of kinect-based games for educational purposes like interaction and learner motivation.