Evaluating the efficacy of computer games-based learning intervention in enhancing English speaking proficiency

The use of learning games in education, particularly for second language (L2) acquisition, has gained significant traction recently, establishing game-based learning as a notable academic discipline. This study examines how computer game-based learning influences ESL undergraduates' speaking abilities, comparing traditional teaching methods with game-based teaching techniques. The study employed action research utilizing a control-experimental groups technique with a sample of 60 learners. Data were collected through observation sessions, interviews, as well as pre-tests and post-tests on English speaking skills. Upon comparing the scores of the control and experimental groups, the experimental group showed greater improvement in speaking skills. This study provides significant insights into the area of game-based learning using computers, particularly among international students in ESL contexts.

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Publication Details

Journal
Heliyon
Published
2024-08-01
DOI
https://doi.org/10.1016/j.heliyon.2024.e36440
Citations
7
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
5.53
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article

Evaluating the efficacy of computer games-based learning intervention in enhancing English speaking proficiency

Abdullah Almogahed, Musharraf Aziz, Fathey Mohammed, Abdulwadood Alawadhi et al.
7 citations
Heliyon
Educational Games and Gamification
5.53
article

Evaluating the efficacy of computer games-based learning intervention in enhancing English speaking proficiency

Abdullah Almogahed, Musharraf Aziz, Fathey Mohammed, Abdulwadood Alawadhi, Omar Al-Jamili
article en
7 citations

Abstract

The use of learning games in education, particularly for second language (L2) acquisition, has gained significant traction recently, establishing game-based learning as a notable academic discipline. This study examines how computer game-based learning influences ESL undergraduates' speaking abilities, comparing traditional teaching methods with game-based teaching techniques. The study employed action research utilizing a control-experimental groups technique with a sample of 60 learners. Data were collected through observation sessions, interviews, as well as pre-tests and post-tests on English speaking skills. Upon comparing the scores of the control and experimental groups, the experimental group showed greater improvement in speaking skills. This study provides significant insights into the area of game-based learning using computers, particularly among international students in ESL contexts.

HeliyonVol. 10(16)
University of Science and Technology (YE), Taiz University (YE)
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
5.53
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