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 & 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' 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' 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' 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 & 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' 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' 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' 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