This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200 students who completed a structured self-administered questionnaire, the data from which was analyzed using the Structural Equation Modelling technique via AMOS software version 21. Based on the significant standardized beta coefficients, all the posited hypotheses were well supported, i.e. strong encouragement to perform, effort expectancy, attitude towards use, social influence, and facilitating con...
Communication is a key component in learning a second language (L2). As important as the ability to ...
This study examines the effect of role-play strategy on the Jordanian tenth grade English as a forei...
AbstractResearch conducted on the potential and effectiveness of simulations and video games for lea...
This study examined the connections between perceived usefulness, perceived ease of use, attitude to...
This paper contributes to the growing debate in Japan about how to teach Japanese students to speak ...
Teaching and learning are two ends of a continuum; if one thing will be better the second aspect wil...
According to their claim, role play is the method that creates real communication environment for le...
According to their claim, role play is the method that creates real communication environment for le...
The urgency of the need to study the problems caused by the introduction of gaming technology as a m...
The possible benefits of digital games for language learning and teaching have received increasing i...
[[abstract]]This action research is aimed to investigate the effects of teaching English through rol...
The primary aim of this study was to determine the effects of the integration of game-based learning...
Thesis (Master's)--University of Washington, 2020How much fun can we have learning another language?...
Thesis (Master's)--University of Washington, 2020This exploratory study investigates the possibiliti...
This study focuses on primary 3 students’ oral interaction achievement at Burapa English Programme S...
Communication is a key component in learning a second language (L2). As important as the ability to ...
This study examines the effect of role-play strategy on the Jordanian tenth grade English as a forei...
AbstractResearch conducted on the potential and effectiveness of simulations and video games for lea...
This study examined the connections between perceived usefulness, perceived ease of use, attitude to...
This paper contributes to the growing debate in Japan about how to teach Japanese students to speak ...
Teaching and learning are two ends of a continuum; if one thing will be better the second aspect wil...
According to their claim, role play is the method that creates real communication environment for le...
According to their claim, role play is the method that creates real communication environment for le...
The urgency of the need to study the problems caused by the introduction of gaming technology as a m...
The possible benefits of digital games for language learning and teaching have received increasing i...
[[abstract]]This action research is aimed to investigate the effects of teaching English through rol...
The primary aim of this study was to determine the effects of the integration of game-based learning...
Thesis (Master's)--University of Washington, 2020How much fun can we have learning another language?...
Thesis (Master's)--University of Washington, 2020This exploratory study investigates the possibiliti...
This study focuses on primary 3 students’ oral interaction achievement at Burapa English Programme S...
Communication is a key component in learning a second language (L2). As important as the ability to ...
This study examines the effect of role-play strategy on the Jordanian tenth grade English as a forei...
AbstractResearch conducted on the potential and effectiveness of simulations and video games for lea...