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

Khalid Abdullah Alotaibi, Madhawi Ghallab Alharbi

Research output: Contribution to journalArticlepeer-review

1 Scopus citations

Abstract

The English language has been taught in Saudi Arabia since 1958. But the student 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 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.

Original languageEnglish
JournalInternational Journal of Sociotechnology and Knowledge Development
Volume14
Issue number1
DOIs
StatePublished - 2022

Keywords

  • Assessment
  • E-Learning
  • EFL
  • Learning
  • Mobile Games
  • Student Achievement
  • Vocabulary Learning

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