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dc.contributor.authorRasti-Behbahani, Amin
dc.contributor.authorShahbazi, Maryam
dc.date.accessioned2020-12-16T09:05:22Z
dc.date.available2020-12-16T09:05:22Z
dc.date.issued2022
dc.identifier.citationRasti-Behbahani, A., & Shahbazi, M. (2022). Investigating the effectiveness of a digital game-based task on the acquisition of word knowledge. <i>Computer Assisted Language Learning</i>, <i>35</i>(8), 1920-1945. <a href="https://doi.org/10.1080/09588221.2020.1846567" target="_blank">https://doi.org/10.1080/09588221.2020.1846567</a>
dc.identifier.otherCONVID_47412334
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/73249
dc.description.abstractThis study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task on the acquisition of some components of a word knowledge framework. In so doing, 124 Persian speakers (56 males and 68 females) were randomly assigned to either a control or an experimental group. The experimental group participants completed a DGBVL task for acquiring ten low-frequent inanimate object names, or lexical nouns, by playing a commercial adventure game. The control group participants practiced the same words in a fill-in-the-blank vocabulary acquisition exercise. In brief, first, all participants sat for a word-checklist and a proficiency test; next, they completed their tasks, and three weeks later, all participants sat for eight achievement tests. In the achievement test booklet, participants’ knowledge of receptive, productive, recognition, and recall dimensions and scopes of meaning, orthography, and association were evaluated. The results revealed 1) the efficiency of the DGBVL task in enhancing the acquisition of these components, 2) the precedence of productive knowledge acquisition by the experimental group participants, 3) strong associations among the components acquired through DGBVL task assistance, and 4) gains in the components that were not associated with others due to the efficiency of DGBVL.en
dc.format.mimetypeapplication/pdf
dc.languageeng
dc.language.isoeng
dc.publisherRoutledge, Taylor & Francis
dc.relation.ispartofseriesComputer Assisted Language Learning
dc.rightsCC BY-NC-ND 4.0
dc.titleInvestigating the effectiveness of a digital game-based task on the acquisition of word knowledge
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202012167192
dc.contributor.laitosKieli- ja viestintätieteiden laitosfi
dc.contributor.laitosDepartment of Language and Communication Studiesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange1920-1945
dc.relation.issn0958-8221
dc.relation.numberinseries8
dc.relation.volume35
dc.type.versionpublishedVersion
dc.rights.copyright© 2020 the Author(s)
dc.rights.accesslevelopenAccessfi
dc.subject.ysokieli ja kielet
dc.subject.ysosanat
dc.subject.ysooppiminen
dc.subject.ysodigitaaliset pelit
dc.subject.ysokielen omaksuminen
dc.subject.ysopelaaminen
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p556
jyx.subject.urihttp://www.yso.fi/onto/yso/p3291
jyx.subject.urihttp://www.yso.fi/onto/yso/p2945
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p10163
jyx.subject.urihttp://www.yso.fi/onto/yso/p14483
dc.rights.urlhttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.relation.doi10.1080/09588221.2020.1846567
dc.type.okmA1


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