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dc.contributor.authorRasti Behbahani, Amin
dc.date.accessioned2020-05-04T12:18:43Z
dc.date.available2020-05-04T12:18:43Z
dc.date.issued2020
dc.identifier.isbn978-951-39-8130-3
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/68817
dc.description.abstractIn this empirical study, the effectiveness of digital game tasks, inducing different levels of involvement load, on the acquisition of vocabulary items were studied both quantitatively and qualitatively. Participants were 30 randomly recruited Persian speakers (14 males, and 16 females, aged 13 – 15 years). The research design included pre-tests, treatments, and post-tests. After the pre-tests, participants were randomly assigned to three involvement load groups, A, B, and C, containing 10 participants each. Concurrent think-aloud data were collected from two randomly selected pairs in each group. The digital game tasks designed for group A induced the lowest, the group B, a moderate, and the group C, the highest levels of involvement load. All participants played a commercial adventure digital game, Haunted Hotel: Death Sentence, in pairs by reading and following a game guide. From the game guide, 20 target words comprising inanimate object names or lexical nouns, were selected. At 3 weeks after task completion, the participants performed delayed post-tests. The quantitative data analysis showed that although digital game tasks can be effective in the acquisition of the scopes, and dimensions of a word, productive knowledge of the target words was superior to receptive knowledge. Moreover, the group B participants, counter to theoretical expectations, showed the poorest performance. The qualitative data analysis showed that, in performing digital game-based tasks, task structure, context, and strategy selection can all affect vocabulary acquisition. Moreover, participants employed distinct learning approaches that demanded the use of both universal moves (information search, negotiation, turn taking, and trial-and-error) and exclusive strategies (group A used input enhancement strategies, group B, inferencing and hypothesis testing strategies, and group C, memory search, feedback request, word association strategies, and planning). Hence, prospective teachers should be made aware of the predictive power of involvement load hypothesis.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherJyväskylän yliopisto
dc.relation.ispartofseriesJYU dissertations
dc.rightsIn Copyright
dc.subjectdigitaaliset pelit
dc.subjectkieli ja kielet
dc.subjectoppiminen
dc.subjectnarratiivisuus
dc.subjectpelaaminen
dc.subjectenglannin kieli
dc.subjectsanat
dc.subjectkielen omaksuminen
dc.subjectvocabulary acquisition
dc.subjectdigital games
dc.subjectlevels of involvement load
dc.subjectthink-aloud
dc.subjectvocabulary learning strategies
dc.subjecttask
dc.titleInvestigating the effect of digital game tasks, inducing different levels of involvement load, on the acquisition of vocabulary items
dc.typeDiss.
dc.identifier.urnURN:ISBN:978-951-39-8130-3
dc.relation.issn2489-9003
dc.rights.copyright© The Author & University of Jyväskylä
dc.rights.accesslevelopenAccess
dc.type.publicationdoctoralThesis
dc.format.contentfulltext
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en
dc.date.digitised


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