The Effect of Serious Mobile Games on Student English Vocabulary Acquisition and Attitude Toward English

The Effect of Serious Mobile Games on Student English Vocabulary Acquisition and Attitude Toward English

Nuri Kara
DOI: 10.4018/IJCALLT.297203
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Abstract

The main aim of this study was to explore the effect of the serious mobile game Jumo the Jumper on the vocabulary acquisition of primary school English as a Foreign Language (EFL) students and their attitudes toward an EFL course. The main research design of the study was a quasi-experimental design with nonequivalent control groups that included pre-test and post-test control groups. Twenty students in the experimental group played the serious mobile game aimed at teaching English vocabulary about the “animals” unit for four weeks, while 20 students in the control group received traditional, curriculum-based tuition. Based on the analysis of the independent sample t-test, the use of the serious mobile game Jumo the Jumper in primary school classrooms had a significant effect on the vocabulary acquisition of the students compared to traditional instruction. On the other hand, the serious mobile game did not have a significant effect on the students’ attitudes toward the EFL course.
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1. Introduction

Mobile technologies have significant potential in the development of innovative learning environments (Keengwe & Bhargava, 2014). The features of mobile technologies, such as fast access, portability, and easy connectivity support the creation of meaningful changes in different levels of learning and different subject areas (Bai, 2019). Games that can be presented as activities through mobile technologies affect learning preferences (Kukulska-Hulme, 2009), and mobile educational games offer an enriched and meaningful learning experience to support students when learning context-related topics (Liu et al., 2014). The use of mobile technologies in K-12 classrooms has increased because young learners’ interest in games encourages the integration of mobile games in learning environments (Bai, 2019). English as a foreign language (EFL) learning is one of the areas in which mobile technologies are being used effectively (Zhonggen, 2018), and a variety of studies have indicated the positive effects of integrating mobile games into EFL learning environments at the K-12 level (Hwang et al., 2016; Huizenga et al., 2009; Sandberg et al., 2014; Tsai et al., 2017). Therefore, this study incorporated a mobile game to investigate students’ EFL vocabulary learning and attitudes toward an EFL course.

Serious games are considered to be digital games that aim to achieve meaningful outcomes in addition to providing entertainment (Dörner et al., 2016). Serious games are used in different fields such as business, health, trade, and the military (Almeida & Simoes, 2019). Education is another area in which the integration of serious games has predominated (Dörner et al., 2016). Although serious games can be designed and developed for several platforms, such as PCs, game consoles, and VR technologies, serious mobile games have decreased limitations and have made it possible to play more independently (Sánchez & Olivares, 2011). Serious mobile games are mainly designed to educate and scaffold students using smartphone capabilities (Elaachak, 2020). Serious games target to improve the effectiveness of the learning process by enriching the learning environments by providing additional resources (De Gloria et al., 2014). Specifically, learning a foreign language is a relevant field that can be supported by the interactive content and the animated elements of serious games (Zhonggen, 2018). Therefore, one of the main goals of this study was to understand the effect of a serious game being integrated into a foreign-language course on students' vocabulary acquisition.

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