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Learner perceptions and effectiveness of using a massively multiplayer online role-playing game to improve EFL communicative competence

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dc.contributor.author Bakan, Ufuk
dc.contributor.author Han, Turgay
dc.contributor.author Bakan, Ugur
dc.date.accessioned 2024-03-15T12:04:10Z
dc.date.available 2024-03-15T12:04:10Z
dc.date.issued 2022
dc.identifier.citation Bakan, U., Han, TR., Bakan, U. (2022). Learner perceptions and effectiveness of using a massively multiplayer online role-playing game to improve EFL communicative competence. Knowl. Manag. E-Learn., 14(3), 286-303. https://doi.org/10.34105/j.kmel.2022.14.016 en_US
dc.identifier.issn 2073-7904
dc.identifier.uri http://dx.doi.org/10.34105/j.kmel.2022.14.016
dc.identifier.uri https://www.webofscience.com/wos/woscc/full-record/WOS:000862606300003
dc.identifier.uri http://earsiv.odu.edu.tr:8080/xmlui/handle/11489/4618
dc.description WoS Categories: Education & Educational Research en_US
dc.description Web of Science Index: Emerging Sources Citation Index (ESCI) en_US
dc.description Research Areas: Education & Educational Research en_US
dc.description.abstract Although previous studies have investigated the effect of digital games on learning foreign languages, no research has examined how effective they are on learners' perceptions regarding foreign language communicative competence development. The purpose of this study is to investigate how the use of a Massive Multiplayer Online Role-Playing Game (MMORPG) by English-as-a-foreign-language (EFL) learners affects their communicative competence and perceptions. A case study was adopted as a research method in this study. The participants were undergraduate students from a state university in Turkey. A questionnaire and open-ended questions were administered online to collect the participants' attitudes toward gaming as an EFL tool and their learning games experience. The findings showed that the participants had a positive experience as they could practice daily used vocabulary and phrases while speaking or chatting with other EFL speakers in the games. Further, they thought that these games provided plentiful opportunities to promote EFL learning through speaking and writing, and new vocabulary use. Finally, a large majority of the participants preferred to communicate with players from different countries. The results of this study implicate that MMORPG can be an effective support tool for EFL learners. en_US
dc.language.iso eng en_US
dc.publisher LABORATORY KNOWLEDGE MANAGEMENT & E-LEARNING UNIV-HONG KONG en_US
dc.relation.isversionof 10.34105/j.kmel.2022.14.016 en_US
dc.rights info:eu-repo/semantics/openAccess en_US
dc.subject Massively multiplayer online role-playing games, Digital games, Game-based learning, EFL learning, Communicative skills en_US
dc.subject MMORPG en_US
dc.title Learner perceptions and effectiveness of using a massively multiplayer online role-playing game to improve EFL communicative competence en_US
dc.type article en_US
dc.relation.journal KNOWLEDGE MANAGEMENT & E-LEARNING-AN INTERNATIONAL JOURNAL en_US
dc.contributor.department Ordu Üniversitesi en_US
dc.identifier.volume 14 en_US
dc.identifier.issue 3 en_US
dc.identifier.startpage 286 en_US
dc.identifier.endpage 303 en_US


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