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What is Tie-In

Handbook of Research on Individual Differences in Computer-Assisted Language Learning
A product such as a toy or book that is related to a film, television program, etc. (Cambridge advanced learners' dictionary, 2003).
Published in Chapter:
Familiar or Unfamiliar Context?: Application of M-Games in the Blended Module of L2 Learning
Amir Mashhadi (Shahid Chamran University of Ahvaz, Iran) and Saeed Khazaie (Shahid Chamran University of Ahvaz, Iran)
DOI: 10.4018/978-1-4666-8519-2.ch010
Abstract
This chapter endeavored to devise a motivating way to engage learners in L2 English learning tasks presented through the mobile game (m-game). It started on the issue of whether types of a displayed picture on m-games had any significant relationship with learners' performance in the blended mode of L2 learning. To that end, a cellphone-based form of the nonEnglish game of 'Xane Bazi', modified as didactic 'Xane Bazi' for English vocabulary learning, was grafted onto the face-to-face mode of content representation in the blended language learning module. 100 Iranian boys and girls within the age range of 10-13 were divided into two groups to learn English vocabulary items during 12 sessions of an academic semester: One group played a version of 'Xane Bazi' with learner-made paintings and the other group played a version of the game filled with photos. The results hinted at the desired effect of utilizing m-games as applying learner-made painting condition to didactic 'Xane Bazi' was proved to significantly ratchet up the participants' L2 learning.
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