Technology integration of using digital gameplay for enhancing EFL college students’ behavior intention

Author:

Tawafak Ragad M.1ORCID,Al-Obaydi Liqaa Habeb2ORCID,Klimova Blanka3ORCID,Pikhart Marcel3ORCID

Affiliation:

1. Department of Information Technology, Al Buraimi University College, Al Buraimi, OMAN

2. Department of English, College of Education for Human Sciences, University of Diyala, Baqubah, IRAQ

3. Department of Applied Linguistics, Faculty of Informatics and Management, University of Hradec Kralove, Hradec Kralove, CZECH REPUBLIC

Abstract

This abstract presents a research study that investigates the effects of technology integration (TI) through digital gameplay on English as a foreign language (EFL) college students’ behavior intention. The study employs a mixed-methods research design, combining quantitative and qualitative data collection and analysis methods. The quantitative phase involves a pre- and post-test design, measuring the behavior intention of EFL college students before and after engaging in digital gameplay activities. The qualitative phase involves in-depth interviews and focus group discussions to gather students’ perceptions and experiences with using digital gameplay in their language learning process. The findings reveal that TI through digital gameplay positively influences EFL college students’ behavior intention, including their motivation, engagement, and self-efficacy in language learning. The qualitative data provide insights into students’ perceptions of the benefits and challenges of using digital gameplay, highlighting its potential for improving language skills, fostering social interaction, and promoting autonomous learning. The implications of the study suggest that incorporating digital gameplay in EFL college classrooms can be an effective approach to enhance students’ behavior intention and contribute to their language learning outcomes. This study contributes to the existing literature on TI in language education and provides practical recommendations for educators and policymakers to leverage digital gameplay for enhancing EFL college students’ behavior intention.

Publisher

Bastas Publications

Subject

Management of Technology and Innovation,Education

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