The Impact of Classroom Games on the Acquisition of Second Language Grammar

Author:

Bush Jerome C.

Abstract

Abstract While games are a common classroom activity, not much empirical evidence supports the use of games in L2 grammar classrooms for late teens and adults. This intervention study focused on 34 Turkish learners of English as a second language. The intervention group was exposed to three class period of games, while the comparison group had three class periods of traditional instruction (e.g. worksheets and whiteboard explanations). A pre-test, a post-test, and a delayed post-test were given. T-tests were performed on the scores from each test and a mixed (with-subject and between group) ANOVA was conducted. Additionally a survey was conducted to determine the experience of the students. Results of the statistical analyses were not significant, but the students reported being motivated by the games. It is recommended that teachers use games in their grammar classrooms about once a week.

Publisher

Walter de Gruyter GmbH

Subject

Computer Networks and Communications,Hardware and Architecture,Software

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Use of Digital Word Games as a Tool for Improving Vocabulary Skills;2023 International Conference on Advancement in Computation & Computer Technologies (InCACCT);2023-05-05

2. Pandemi Döneminde Çevrimiçi Yabancı Dil Eğitiminde Dijital Oyunların Konuşma Becerilerine Etkisi: Öğrencilerin Bakış Açıları;Boğaziçi Üniversitesi Eğitim Dergisi;2022-04-12

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