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Relationship Investigation between Time Investment and Language Learning Based on Digital Games

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F62690094%3A18450%2F25%3A50022294" target="_blank" >RIV/62690094:18450/25:50022294 - isvavai.cz</a>

  • Result on the web

    <a href="https://journal.seriousgamessociety.org/index.php/IJSG/article/view/845" target="_blank" >https://journal.seriousgamessociety.org/index.php/IJSG/article/view/845</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.17083/ijsg.v12i1.845" target="_blank" >10.17083/ijsg.v12i1.845</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Relationship Investigation between Time Investment and Language Learning Based on Digital Games

  • Original language description

    As the use of digital games in foreign language learning has increased, there is a demand for investigations that would offer a window into contemporary breakthroughs in this growingly prominent field of foreign language learning. A plethora of research papers have dealt with the effects of digital gaming on language skills, such as vocabulary and speaking. However, to date, there is a scarcity of studies that examine how the amount of time spent on digital games influences the development of a second language. Thus, the present study attempts to determine if there is any correlation between the amount of time spent on digital games (non-instructional games) and second language development. It also attempts to verify whether there is any effect of games played on their attitudes toward digital gaming as a type of informal digital language learning. The methodology used is quantitative using the Technology Acceptance Model (TAM). The sample consisted of 350 college students from Iraq and the Czech Republic who all study English as a foreign language. The findings reveal a weak correlation between the digital games played, which means there is no impact between the time of playing and TAM factors. It further reveals that the most engaging and popular game among students was PUBG and that students&apos; attitudes are affected positively depending on the game they played. Finally, the findings clarified that TAM factors can be positively affected by language skill development through the use of digital games in learning.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    50302 - Education, special (to gifted persons, those with learning disabilities)

Result continuities

  • Project

  • Continuities

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Others

  • Publication year

    2025

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    International Journal of Serious Games

  • ISSN

    2384-8766

  • e-ISSN

    2384-8766

  • Volume of the periodical

    12

  • Issue of the periodical within the volume

    1

  • Country of publishing house

    IT - ITALY

  • Number of pages

    20

  • Pages from-to

    39-58

  • UT code for WoS article

    001428977100004

  • EID of the result in the Scopus database

    2-s2.0-85219146287