Yukselturk, ErmanAltiok, SerhatBaser, Zeynep2020-06-252020-06-252018closedAccess1176-36471436-4522https://hdl.handle.net/20.500.12587/7374Baser, Zeynep/0000-0003-4391-4075The 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.eninfo:eu-repo/semantics/closedAccessForeign language educationGame-based learningKinectHigher educationUsing Game-Based Learning with Kinect Technology in Foreign Language Education CourseArticle2131591732-s2.0-85050410055Q1WOS:000438086400014Q1