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The Impact of Digital Games on Motivation and Attitudes of EFL College Students

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F62690094%3A18450%2F24%3A50021484" target="_blank" >RIV/62690094:18450/24:50021484 - isvavai.cz</a>

  • Výsledek na webu

    <a href="http://journal.asiatefl.org/main/main.php?inx_journals=79&inx_contents=1231&main=1&sub=3&submode=3&PageMode=JournalView&s_title=The_Impact_of_Digital_Games_on_Motivation_and_Attitudes_of_EFL_College_Students" target="_blank" >http://journal.asiatefl.org/main/main.php?inx_journals=79&inx_contents=1231&main=1&sub=3&submode=3&PageMode=JournalView&s_title=The_Impact_of_Digital_Games_on_Motivation_and_Attitudes_of_EFL_College_Students</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.18823/asiatefl.2024.21.1.16.235" target="_blank" >10.18823/asiatefl.2024.21.1.16.235</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    The Impact of Digital Games on Motivation and Attitudes of EFL College Students

  • Popis výsledku v původním jazyce

    In recent years, digital games have become increasingly popular among students, both as a form ofentertainment and as a tool for learning as a natural development of the use of social media applicationsand the advent of online education (AlFarsi et al., 2020a; Derakhshan &amp; Shakki, 2019; Soyoof et al., 2021).However, there is still much debate over the potential benefits and drawbacks of playing digital games,particularly in the educational context. One important factor that may influence students&apos; engagement withdigital games is their motivation to play and in turn, their motivation to learn the language.Motivation is a key psychological construct that drives individuals to engage in activities and pursuegoals. In the context of digital games, motivation can play a significant role in shaping students&apos; attitudestoward these games, influencing how they perceive them and how willing they are to engage with them(Liu et al., 2021). Understanding the relationship between motivation and students&apos; attitudes towardstechnology use and the online learning environment, specifically digital games, is essential for educatorsand game designers seeking to create effective and engaging learning experiences for students (Jiang et al.,2022; Taskiran, 2019).

  • Název v anglickém jazyce

    The Impact of Digital Games on Motivation and Attitudes of EFL College Students

  • Popis výsledku anglicky

    In recent years, digital games have become increasingly popular among students, both as a form ofentertainment and as a tool for learning as a natural development of the use of social media applicationsand the advent of online education (AlFarsi et al., 2020a; Derakhshan &amp; Shakki, 2019; Soyoof et al., 2021).However, there is still much debate over the potential benefits and drawbacks of playing digital games,particularly in the educational context. One important factor that may influence students&apos; engagement withdigital games is their motivation to play and in turn, their motivation to learn the language.Motivation is a key psychological construct that drives individuals to engage in activities and pursuegoals. In the context of digital games, motivation can play a significant role in shaping students&apos; attitudestoward these games, influencing how they perceive them and how willing they are to engage with them(Liu et al., 2021). Understanding the relationship between motivation and students&apos; attitudes towardstechnology use and the online learning environment, specifically digital games, is essential for educatorsand game designers seeking to create effective and engaging learning experiences for students (Jiang et al.,2022; Taskiran, 2019).

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    50301 - Education, general; including training, pedagogy, didactics [and education systems]

Návaznosti výsledku

  • Projekt

  • Návaznosti

    S - Specificky vyzkum na vysokych skolach

Ostatní

  • Rok uplatnění

    2024

  • Kód důvěrnosti údajů

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

Údaje specifické pro druh výsledku

  • Název periodika

    Journal of Asia TEFL

  • ISSN

    1738-3102

  • e-ISSN

    2466-1511

  • Svazek periodika

    21

  • Číslo periodika v rámci svazku

    1

  • Stát vydavatele periodika

    KR - Korejská republika

  • Počet stran výsledku

    9

  • Strana od-do

    235-243

  • Kód UT WoS článku

    001206603500007

  • EID výsledku v databázi Scopus

    2-s2.0-85191161510