Date of this Version
2024
Document Type
Article
Abstract
The goal of the present study is to investigate how a commercial computer game (CCG) affects the productive and receptive vocabulary knowledge of EFL learners when they are not in a formal educational setting. More specifically, we investigated how CCGs assist learners in recognizing and producing English vocabulary over time (i.e., whether they only recognize the words when directly confronted with them or use them spontaneously). The investigation took place in an EFL context, and a sample of convenience of male students from a classroom at a private language institution was selected by the researchers. According to the results of statistical analyses, players' receptive and productive vocabulary knowledge significantly increased after playing the game. Additionally, it was evident that the learned words were retained to a high degree.
Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.
Recommended Citation
Abbasi, E., & Dwyer, E. (2024). The Efficacy of Commercial Computer Games as Vocabulary Learning Tools for EFL Students: An Empirical Investigation. Sunshine State TESOL of Florida Journal, 16(3), 24–35. http://dx.doi.org/10.2139/ssrn.5100185
Included in
Bilingual, Multilingual, and Multicultural Education Commons, Language and Literacy Education Commons
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Comments
The paper was published in SSTESOL Journal.