Different digital technologies, especially video games, which are used to assist students in acquiring language, have been examined by researchers. However, studies exploring non-ELT students’ gaming experience in acquiring a second language (L2) vocabulary are sparsely investigated. Therefore, this study explores how non-ELT students’ gaming experience assists them in acquiring their second language (L2) vocabulary. The data of this study were gained from non-ELT students’ experiences. Four non-ELT students were interviewed, and the data from the interview were analyzed through thematic analysis. Several initial questions given to the non-ELT students were used to tell their game experience. The results of this study indicated that the gam...
The aim of this study was to elucidate the role of video games as medium to be applied in a techniqu...
Due to the COVID-19 pandemic, educators have opted for online discussions and classes in which the t...
In modern era, the use and implement of a new tool in the English as Second Language (ESL) classroom...
Different digital technologies, especially video games, which are used to assist students in acquiri...
Non-academic computer video game use for teaching and learning has recently become an area of resear...
Research has shown the potential of employing video game platforms for second language acquisition. ...
Abstract: Online games are one of the keys for learning and acquiring vocabulary by creating an inte...
The aim of this essay is to distinguish whether the activity of playing video and online computer ga...
Playing video games is an activity that takes up an increasing amount of children’s and adolescent’s...
In recent years, video games have slowly been gaining more traction as a learning tool in the academ...
In the recent years, learning English is as important as learning other subject. Learning English is...
This exploratory study aims to investigate if computer games can expand learners’ vocabulary and imp...
One of the online-based games that are popular right now is PUBG. This online-based game is good to ...
The video game industry is one of the fastest growing markets in the world today. The fact that play...
Master's thesis in Literacy studiesAs Norwegian youth have been found to spend almost two hours a da...
The aim of this study was to elucidate the role of video games as medium to be applied in a techniqu...
Due to the COVID-19 pandemic, educators have opted for online discussions and classes in which the t...
In modern era, the use and implement of a new tool in the English as Second Language (ESL) classroom...
Different digital technologies, especially video games, which are used to assist students in acquiri...
Non-academic computer video game use for teaching and learning has recently become an area of resear...
Research has shown the potential of employing video game platforms for second language acquisition. ...
Abstract: Online games are one of the keys for learning and acquiring vocabulary by creating an inte...
The aim of this essay is to distinguish whether the activity of playing video and online computer ga...
Playing video games is an activity that takes up an increasing amount of children’s and adolescent’s...
In recent years, video games have slowly been gaining more traction as a learning tool in the academ...
In the recent years, learning English is as important as learning other subject. Learning English is...
This exploratory study aims to investigate if computer games can expand learners’ vocabulary and imp...
One of the online-based games that are popular right now is PUBG. This online-based game is good to ...
The video game industry is one of the fastest growing markets in the world today. The fact that play...
Master's thesis in Literacy studiesAs Norwegian youth have been found to spend almost two hours a da...
The aim of this study was to elucidate the role of video games as medium to be applied in a techniqu...
Due to the COVID-19 pandemic, educators have opted for online discussions and classes in which the t...
In modern era, the use and implement of a new tool in the English as Second Language (ESL) classroom...