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Using video games to increase motivation of Saudi students learning English.

机译:使用电子游戏增加沙特学生学习英语的动力。

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摘要

The use of games in various stages of education has become an accepted method among instructional designers who are interested in adding technology to their designs. This research would benefit game designers and instructional designers who want to see what motivates students to learn English. The research used Keller's ARCS Model, which addresses attention, relevance, confidence, and satisfaction, to investigate what game designs or characteristics will motivate students to learn more English language. The method of this study was a quasi-experimental design supplemented with quantitative and qualitative methods. The results indicated that both games used motivated students to learn because there was not difference between the groups when students took the post- test. The survey indicated that relevance and confidence showed acceptable reliability, while attention and satisfaction did not show acceptable reliability. The open-ended questions showed there was no preference for the different designs or characteristics of the games used. The results show that there was no significant difference between which game was used by a group, however both games motivated students to learn the English language.
机译:在教育的各个阶段中使用游戏已成为对设计人员增加技术兴趣的教学设计师公认的方法。这项研究将有益于希望了解促使学生学习英语的游戏设计师和教学设计师。该研究使用了凯勒的ARCS模型(该模型解决了注意力,相关性,信心和满意度)来调查哪些游戏设计或特征将激发学生学习更多英语。这项研究的方法是一种准实验设计,并辅以定量和定性方法。结果表明,两种游戏都激发了学生的学习动机,因为当学生参加后期测试时,两组之间没有差异。调查表明,相关性和信心显示出可接受的可靠性,而注意力和满意度显示出不可接受的可靠性。开放式问题表明,对于所使用游戏的不同设计或特征没有偏爱。结果表明,小组使用哪种游戏之间没有显着差异,但是两种游戏都可以激发学生学习英语。

著录项

  • 作者

    Alshawi, Wadeeah.;

  • 作者单位

    Wayne State University.;

  • 授予单位 Wayne State University.;
  • 学科 Educational technology.;English as a second language.
  • 学位 Ph.D.
  • 年度 2016
  • 页码 104 p.
  • 总页数 104
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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