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Autor/inHofmeyr, Michael
TitelAttitudes towards Digital Game-Based Language Learning among Japanese University Students
QuelleIn: JALT CALL Journal, 19 (2023) 1, S.26-52 (27 Seiten)
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ZusatzinformationORCID (Hofmeyr, Michael)
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1832-4215
SchlagwörterStudent Attitudes; Video Games; Game Based Learning; Foreign Countries; Undergraduate Students; Individual Differences; Attitude Measures; English (Second Language); Second Language Learning; Japan
AbstractThe notion that digital games can be effectively employed as tools for learning and teaching has steadily been gaining traction among educational theorists and researchers, with numerous empirical studies pointing to the potential benefits of games for skill and knowledge development. However, a solid understanding of learners' attitudes and concerns regarding this relatively novel pedagogical approach is also necessary for effective implementation in formal learning contexts. It cannot be taken for granted that today's learners will accept game-based approaches simply because these learners tend to be more accustomed to advanced technologies than those of previous generations. The aim of this mixed-methods empirical study is thus to help elucidate learner beliefs and attitudes regarding digital game-based language learning with survey data collected from 112 undergraduate student participants at a large public university in Japan. The findings reveal that learners generally held positive attitudes towards DGBLL before taking part in any intervention and, after playing a cooperative digital game over six weekly sessions, reported stronger positive attitudes towards this pedagogical approach. In contrast to the results of earlier studies, gender was not found to be a statistically significant predictor of attitude towards DGBLL in this sample. However, two other demographic factors, namely information technology literacy and digital gaming experience, correlated positively with several measures of attitude. The learners considered enjoyment to be the most important advantage of using digital games for language learning. However, many also expressed doubts regarding the effectiveness of game-based language education. (As Provided).
AnmerkungenJALT CALL SIG. 1-6-1 Nishiwaseda Shinjuku-ku, Tokyo, 169-8050, Japan. e-mail: journal!jaltcall.org; Web site: https://jaltcall.org
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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