Supporting Foreign Language Vocabulary Learning Through Kinect-Based Gaming


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Urun M. F., Aksoy H., Comez R.

INTERNATIONAL JOURNAL OF GAME-BASED LEARNING, cilt.7, sa.1, ss.20-35, 2017 (ESCI) identifier identifier

  • 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
  • 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.