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dc.contributor.authorYukselturk, Erman
dc.contributor.authorAltiok, Serhat
dc.contributor.authorBaser, Zeynep
dc.date.accessioned2020-06-25T18:29:34Z
dc.date.available2020-06-25T18:29:34Z
dc.date.issued2018
dc.identifier.citationclosedAccessen_US
dc.identifier.issn1176-3647
dc.identifier.issn1436-4522
dc.identifier.urihttps://hdl.handle.net/20.500.12587/7374
dc.descriptionBaser, Zeynep/0000-0003-4391-4075en_US
dc.descriptionWOS: 000438086400014en_US
dc.description.abstractThe present study investigates the effects of game-based language learning with Kinect technology on students' self-efficacy beliefs and attitudes toward English. The study was conducted at a state university located in Central Turkey. Foreign language education is promoted in Turkey, yet because of several factors, among which weekly hours of teaching, and student motivation prevail, and students still cannot develop their language skills. The literature shows that these problems might be minimized making use of technological advancements effectively in the classroom. Therefore, game-based language learning, through which students carry out meaningful tasks based on real-life scenarios to develop their communication skills, is getting an increasing attention. In this study, a pre-test/post-test quasi-experimental study was conducted. Participants were the first-year students taking English as a compulsory course. In total, there were 62 participants. The instruments included two questionnaires measuring self-efficacy beliefs and attitude toward English. The results revealed that there was a significant positive increase in some sub-factors of attitude and self-efficacy scores of the students in the experimental group compared to the average scores of the students in the control group. The study explains why game-based learning activities with Kinect technology should be integrated into the foreign language courses.en_US
dc.description.sponsorshipScientific and Technological Research Council of TurkeyTurkiye Bilimsel ve Teknolojik Arastirma Kurumu (TUBITAK) [115K489]en_US
dc.description.sponsorshipThis research was supported by the Scientific and Technological Research Council of Turkey, under project number 115K489.en_US
dc.language.isoengen_US
dc.publisherInt Forum Educational Technology & Soc-Ifetsen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectForeign language educationen_US
dc.subjectGame-based learningen_US
dc.subjectKinecten_US
dc.subjectHigher educationen_US
dc.titleUsing Game-Based Learning with Kinect Technology in Foreign Language Education Courseen_US
dc.typearticleen_US
dc.contributor.departmentKırıkkale Üniversitesien_US
dc.identifier.volume21en_US
dc.identifier.issue3en_US
dc.identifier.startpage159en_US
dc.identifier.endpage173en_US
dc.relation.journalEducational Technology & Societyen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US


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