© 2020, Association for the Advancement of Computing in Education. All rights reserved.The aim of the present study was to investigate the outcomes of using multiplayer online computer games for the development of English as a foreign language (EFL) skills (reading, writing, listening, speaking). For this purpose, the study em-ployed a repeated measures design. The study was conducted with 13 multiplayer online gamer EFL learners studying at a private university in Turkey. The data were collected through the analysis of the English proficiency levels of the participants via two sample Cambridge Preliminary English Tests before and after a gaming period in which the participants played multiplayer online computer games to improve their EFL s...
Today, English is the most studied second language, being used in academia, international relations,...
The relationship between digital games and second language (L2) learning is generally a controversia...
In Sweden, 50% of all teenagers between the ages 12-18 spend at least three hours a day, spending th...
The aim of the present study was to investigate the outcomes of using multiplayer online computer ga...
This study aims to determine the effect of online games on the English skills of students of the Eng...
English is a part of our lives from an early age, and it is important that pupils engage themselves ...
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-s...
Earlier research has suggested that online gaming can be an effective way of acquiring English as a ...
This article explores the use of massively multiplayer online games (MMOGs) as a type of serious gam...
"The objective of this study was to know what English language skills students from a university can...
The purpose of this study is to gain a better understanding of the usefulness of online videogames f...
Online games are believed to have excellent potential because they can hold students’ attention for ...
The aim of this essay is to distinguish whether the activity of playing video and online computer ga...
AbstractThe present study reports the usefulness of online games in vocabulary learning of Iranian E...
The aim of this study was to investigate middle school students ’ computer game habits, especially i...
Today, English is the most studied second language, being used in academia, international relations,...
The relationship between digital games and second language (L2) learning is generally a controversia...
In Sweden, 50% of all teenagers between the ages 12-18 spend at least three hours a day, spending th...
The aim of the present study was to investigate the outcomes of using multiplayer online computer ga...
This study aims to determine the effect of online games on the English skills of students of the Eng...
English is a part of our lives from an early age, and it is important that pupils engage themselves ...
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-s...
Earlier research has suggested that online gaming can be an effective way of acquiring English as a ...
This article explores the use of massively multiplayer online games (MMOGs) as a type of serious gam...
"The objective of this study was to know what English language skills students from a university can...
The purpose of this study is to gain a better understanding of the usefulness of online videogames f...
Online games are believed to have excellent potential because they can hold students’ attention for ...
The aim of this essay is to distinguish whether the activity of playing video and online computer ga...
AbstractThe present study reports the usefulness of online games in vocabulary learning of Iranian E...
The aim of this study was to investigate middle school students ’ computer game habits, especially i...
Today, English is the most studied second language, being used in academia, international relations,...
The relationship between digital games and second language (L2) learning is generally a controversia...
In Sweden, 50% of all teenagers between the ages 12-18 spend at least three hours a day, spending th...