Tertiary Student Experiences With Digital Language Games for Enhancing the English Language

Author:

Teh Ee Wen1,Krishnapillai Gengeswari1,Chan Ling Meng1ORCID

Affiliation:

1. Universiti Tunku Abdul Rahman, Malaysia

Abstract

Recently, digital games are used as a form of new media with massive potential for learning the English Language. To understand the typology of user experiences with digital games, the Presence-Involvement-Flow Framework (PIFF) was utilized. A series of semi-structured interviews were conducted with ten tertiary students in Northern Malaysia. Participants were asked to download and familiarize five digital language games (Duolingo, Memrise, Word Connect, Word Domination and Word Tower Puzzles) before the interviews. Thematic analysis technique was used to analyze the responses. The study’s thematic network comprises four global themes (Game Structure, Feelings, Skills Gained and Prerequisites) and seven organizing themes (Instruction, Game Design, Positive Emotional Outcome, Negative Emotional Outcome, Soft Skills, Technical Skills and Skills Required). The result is expected to be a good guideline or research framework for practitioners and researchers in exploring further the concept of user experience with English language digital games.

Publisher

IGI Global

Subject

Developmental and Educational Psychology,Education

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