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Megala Rajendran; Moniza Ray; Ajit Ilangovan; Vinoth Kumar Chokkalingam; Anand Binod Singh – Language Teaching Research Quarterly, 2024
Digital games are increasingly used in education to boost engagement and reduce stress. Digital game-based learning (DGBL) has improved the learning experience. However, further investigation is needed to determine the specific impact of commercially available, off-the-shelf (COTS) video games on English language skills. This study provides a…
Descriptors: Video Games, Second Language Learning, English (Second Language), Language Skills
Saman Ebadi; Reza Ahmadi – Journal of Language, Identity, and Education, 2024
The continuous growth of production and the development of new video games have influenced many aspects of human lives, particularly the young generation. While video games may tap on the entertainment side, primarily aiming to entertain players, they may profoundly impact multi-literacy development. This qualitative study utilizes narrative…
Descriptors: Video Games, Multiple Literacies, English (Second Language), Second Language Learning
Pourazar, Morteza; Bagherzadeh, Fazlolah; Mirakhori, Fatemeh – International Journal of Developmental Disabilities, 2021
Aims: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP). Methods: 20 girls with SHCP (mean age = 9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance…
Descriptors: Children, Cerebral Palsy, Computer Simulation, Training
Eskandari, Hossein; Vahdani Asadi, Mohammad Reza; Khodabandelou, Rouhollah – Educational Psychology in Practice, 2023
This correlational study investigates the relationship between mobile phone use among elementary school students in Iran during the COVID-19 epidemic, and its effect on emotional-behavioural functioning and academic and social competencies. A researcher-devised questionnaire, and the Achenbach Child Behaviour Checklist (CBCL)-parental version, was…
Descriptors: Foreign Countries, Elementary School Students, Handheld Devices, Psychological Patterns
Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
Janebi Enayat, Mostafa; Haghighatpasand, Mohsen – Innovation in Language Learning and Teaching, 2019
Although adventure video games have been identified as effective tools for education, few studies have examined the usefulness of such games for language learning. The present classroom-based investigation, therefore, examined the possibility of exploiting commercial adventure video games for improving vocabulary recall of second language learners…
Descriptors: Video Games, Second Language Learning, Second Language Instruction, English (Second Language)
Ebrahimzadeh, Mohsen – English Language Teaching, 2017
The present study investigated vocabulary acquisition through a commercial digital video game compared to a traditional pencil-and-paper treatment. Chosen through cluster sampling, 241 male high school students (age 12-18) participated in the study. They were randomly assigned to one of the following groups. The first group, called Readers,…
Descriptors: Vocabulary Development, Video Games, Conventional Instruction, Educational Technology
Jalalian, Farzad – Advances in Language and Literary Studies, 2018
The inability of English language learners to recall English concepts is a major challenge faced by teachers. This paper aims to determine the effectiveness of video educational games with a linguistic approach in English language education of the 2nd grade high school students. This is an applied and quasi-experimental study conducted in 2016.…
Descriptors: Video Games, Educational Games, Sampling, Control Groups
Salehi, Hadi – International Journal of Learning and Change, 2017
This study aims to investigate whether there is any benefit in using IVGs among the Iranian pre-intermediate EFL learners or not. Therefore, 60 EFL learners from Padideh Derakhshan Institute in Sahinshahr, Isfahan, Iran were chosen as the sample. First, a test of novelty was administered at the early stage to ensure the novelty of to-be-instructed…
Descriptors: Teaching Methods, Video Games, Second Language Learning, Second Language Instruction
Salavati, Maryam; Salehi, Hadi – Universal Journal of Educational Research, 2016
This study aimed at investigating the impact of Instructional Video Games (IVGs) on the vocabulary retention of Iranian language learners. To do so, 32 male and 43 female, between the ages thirteen to thirty one years old, in Padideh Derakhshan Institute, Sahinshahr, Isfahan, Iran were selected as a whole population. First, the World English…
Descriptors: Foreign Countries, Video Games, Educational Technology, Technology Uses in Education
Ebrahimzadeh, Mohsen; Alavi, Sepideh – Teaching English with Technology, 2017
The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, High School Students
Ebrahimzadeh, Mohsen; Alavi, Sepideh – Cogent Education, 2016
The present study examined e-learning enjoyment to see if it could predict high school students' vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12-18) randomly assigned to…
Descriptors: English (Second Language), English Language Learners, Student Attitudes, High School Students
Vahdat, Sedigheh; Rasti Behbahani, Amin – Reading Matrix: An International Online Journal, 2013
This study explored the effect of video games as a new tool for Iranian EFL (English as a foreign language) vocabulary learning. To conduct the study, 40 intermediate EFL learners, both male and female, were chosen through a TOEFL proficiency test. The participants were divided into two groups (10 males and 10 females in each): a control group and…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Video Games