The effect of educational computer games on students' academic achievements and attitudes towards English lesson.
Serkan YesilbagÖzgen KorkmazRecep CakirPublished in: Educ. Inf. Technol. (2020)
Keyphrases
- computer games
- attitudes toward
- educational software
- school education
- adventure game
- college students
- language skills
- computer skills
- digital storytelling
- computer assisted language learning
- grade level
- educational games
- training program
- statistically significant
- english as a foreign language
- high school
- experimental group
- mobile games
- pilot study
- sixth grade
- serious games
- early childhood
- digital games
- computer technology
- games based learning
- game based learning
- student attitudes
- game play
- video games
- game design
- special education
- perceived usefulness
- game playing
- distance education
- quest atlantis
- teaching methods
- control group
- word processing
- project based learning
- e learning
- learning styles
- foreign language
- teacher education
- learning outcomes
- online game
- learning experience
- language learning
- learning processes
- learning technologies
- role playing game
- digital technologies
- native speakers