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Vocabulary and grammar gain through computer educational games

机译:通过计算机教育游戏获得词汇和语法

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摘要

The increasing use of computers in the past thirty years has encouraged many to investigate their effectiveness as instructional tools. The unquestionable presence of computers in all aspects of human life and the inner desire of human beings to enjoy learning through the use of computer educational games prompt the integration of computer-based games in EFL teaching and learning environments. This study investigated the effect of computer educational games on Iranian elementary learners’ grammar and vocabulary gain. A total of 58 female, who were selected out of 80 elementary institute EFL learners participated in the study. Their age range is between 13-15 one experimental and one control group took part in this study. The study followed a quasi-experimental pre- and post-test design. In order to compare the results of their performance, an independent samples t-test was conducted. In comparing the pre-test and post-test scores, the results demonstrated no significant differences between the experimental and control groups. However, the involvement of all learners, their enthusiasm to use the new technology in language learning and learners’ positive attitudes toward learning was apparent in the experimental group. The presence of such a high motivation among the learners in experimental group could contribute to their active involvement in the process of learning. This implies that computers have a significant role in motivating learners’ involvement in the learning process.
机译:在过去的三十年中,计算机的使用日趋广泛,这促使许多人研究它们作为教学工具的有效性。毫无疑问,计算机在人类生活的方方面面的存在以及人类通过使用计算机教育游戏来享受学习的内在愿望促使基于计算机的游戏集成到EFL教学环境中。这项研究调查了计算机教育游戏对伊朗小学学生语法和词汇学习的影响。从80所小学英语学习者中选出的58名女性参加了该研究。他们的年龄范围是13-15岁,一个实验组和一个对照组参加了这项研究。该研究遵循了准实验的测试前和测试后设计。为了比较其性能结果,进行了独立的样本t检验。通过比较测试前和测试后的分数,结果表明实验组和对照组之间没有显着差异。但是,实验组中显而易见,所有学习者的参与,他们使用新技术进行语言学习的热情以及学习者对学习的积极态度。实验组学习者中如此高的动机可能有助于他们积极参与学习过程。这意味着计算机在激励学习者参与学习过程中具有重要作用。

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