TY - JOUR
T1 - Assessing the Learning Outcomes of Using Mobile Game Integration in Teaching English Vocabulary
T2 - A Case Study of Saudi Arabia
AU - Alotaibi, Khalid Abdullah
AU - Alharbi, Madhawi Ghallab
N1 - Publisher Copyright:
© 2022 Information Resources Management Association. All rights reserved.
PY - 2022
Y1 - 2022
N2 - 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.
AB - 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.
KW - Assessment
KW - E-Learning
KW - EFL
KW - Learning
KW - Mobile Games
KW - Student Achievement
KW - Vocabulary Learning
UR - http://www.scopus.com/inward/record.url?scp=85149811749&partnerID=8YFLogxK
U2 - 10.4018/IJSKD.299051
DO - 10.4018/IJSKD.299051
M3 - Article
AN - SCOPUS:85149811749
SN - 1941-6253
VL - 14
JO - International Journal of Sociotechnology and Knowledge Development
JF - International Journal of Sociotechnology and Knowledge Development
IS - 1
ER -