The Impact of Video Games on Vocabulary Acquisition Among Young Learners in Kurdistan Region of Iraq

This study investigated the impact of video games on vocabulary acquisition among young learners of English as a second language in the Kurdistan region of Iraq-Erbil.The sample consisted of 74 male and female students, aged 12, who were studying English at a public school in the Kurdistan Region. The present study employed a quantitative, quasi-experimental design, where an experimental group received video game-based instruction, while a control group was taught using traditional methods. The results showed that the experimental group experienced an important development in their vocabulary test scores compared to the control group, indicating the effectiveness of video games in enhancing vocabulary acquisition. The study also found that the benefits of video game-based instruction were consistent across participants, regardless of their initial proficiency levels in English and information technology. Furthermore, the study revealed no significant differences in the vocabulary gains between male and female students. The findings suggest that incorporating video games into language learning curricula can be a valuable strategy to support the vocabulary development of young learners in the Kurdistan region. The study provides insights for educators, policymakers, and researchers regarding the integration of technology-based learning approaches in language education.

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Publication Details

Journal
JOURNAL OF LANGUAGE STUDIES
Published
2024-08-31
DOI
https://doi.org/10.25130/lang.8.8.8
Primary Topic
Educational Games and Gamification
Type
article
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article

The Impact of Video Games on Vocabulary Acquisition Among Young Learners in Kurdistan Region of Iraq

Khozga Harbi Ameen Bibani
JOURNAL OF LANGUAGE STUDIES
Educational Games and Gamification
article

The Impact of Video Games on Vocabulary Acquisition Among Young Learners in Kurdistan Region of Iraq

Khozga Harbi Ameen Bibani
article en

Abstract

This study investigated the impact of video games on vocabulary acquisition among young learners of English as a second language in the Kurdistan region of Iraq-Erbil.The sample consisted of 74 male and female students, aged 12, who were studying English at a public school in the Kurdistan Region. The present study employed a quantitative, quasi-experimental design, where an experimental group received video game-based instruction, while a control group was taught using traditional methods. The results showed that the experimental group experienced an important development in their vocabulary test scores compared to the control group, indicating the effectiveness of video games in enhancing vocabulary acquisition. The study also found that the benefits of video game-based instruction were consistent across participants, regardless of their initial proficiency levels in English and information technology. Furthermore, the study revealed no significant differences in the vocabulary gains between male and female students. The findings suggest that incorporating video games into language learning curricula can be a valuable strategy to support the vocabulary development of young learners in the Kurdistan region. The study provides insights for educators, policymakers, and researchers regarding the integration of technology-based learning approaches in language education.

JOURNAL OF LANGUAGE STUDIESVol. 8(8)
Urmia University (IR)
Openalex Percentile: Top 81%
Educational Games and Gamification
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