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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