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The effects of using video games as a tool on English vocabulary acquisition in a university context

2022
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Advisor: Dr. Senem Zaimoğlu

Abstract (EN)

This study was carried out in order to examine the expected changes in English vocabulary and the perceptions of university students who are gamers at the same time. A specific video game genre which was new to the participants of this study was used in this study: RPG. To answer the research questions, a vocabulary test was designed to employ in this study. In addition to this, Wilcoxon Signed Rank Test by Frank Wilcoxon and semi-structured interviews were used. The vocabulary test was created using a vocabulary pool of 860 words and expressions that repeats in the video game that was used as a tool in this study, and was created according to the 5 principles in the 2010 work of Brown and Abeywickrama. 10 Semi-structured interview questions were created and used to collect data about the participants' perceptions of the process and the game they played for 8 weeks. Wilcoxon Signed Rank Test was applied to the pre-test and post-test results of the participants in order to see if there was a significant difference between the experimental group and the control group.

Author

Kadir Ünaloğlu

How to Cite

Kadir Ünaloğlu (Master Thesis). The effects of using video games as a tool on English vocabulary acquisition in a university context, 2022, Çağ University.

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