Semantic Scholar Open Access 2020 202 sitasi

Effectiveness of virtual reality game in foreign language vocabulary acquisition

Mohammed Alfadil

Abstrak

Abstract This study explored the influence of the virtual reality (VR) game House of Languages on the English as a Foreign Language (EFL) vocabulary acquisition of intermediate school students. A quasi-experimental design helped determine the impact of the VR intervention on the learning process over the traditional EFL vocabulary acquisition method. A nonrandom convenience sample of (n = 64) male students was divided into an experimental group and control group; each group contained (n = 32) students. The findings from this study of independent t-tests at the end of the experimental period indicated that students using the VR game House of Languages had greater achievement in vocabulary acquisition than those using the traditional method of vocabulary acquisition. This study seeks to create awareness among educators that the use of the new VR technology as an effective vocabulary acquisition method in the learning process could be engaged to improve vocabulary acquisition and go beyond previous methods to enhance the degree of achievement in classroom.

Penulis (1)

M

Mohammed Alfadil

Format Sitasi

Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. https://doi.org/10.1016/j.compedu.2020.103893

Akses Cepat

PDF tidak tersedia langsung

Cek di sumber asli →
Lihat di Sumber doi.org/10.1016/j.compedu.2020.103893
Informasi Jurnal
Tahun Terbit
2020
Bahasa
en
Total Sitasi
202×
Sumber Database
Semantic Scholar
DOI
10.1016/j.compedu.2020.103893
Akses
Open Access ✓