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

Identifikátory výsledku

  • Kód výsledku v 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>

  • Výsledek na webu

    <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>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

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

  • Popis výsledku v původním jazyce

    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.

  • Název v anglickém jazyce

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

  • Popis výsledku anglicky

    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.

Klasifikace

  • Druh

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

  • CEP obor

  • OECD FORD obor

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

Návaznosti výsledku

  • Projekt

  • Návaznosti

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Ostatní

  • Rok uplatnění

    2025

  • Kód důvěrnosti údajů

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

Údaje specifické pro druh výsledku

  • Název periodika

    International Journal of Serious Games

  • ISSN

    2384-8766

  • e-ISSN

    2384-8766

  • Svazek periodika

    12

  • Číslo periodika v rámci svazku

    1

  • Stát vydavatele periodika

    IT - Italská republika

  • Počet stran výsledku

    20

  • Strana od-do

    39-58

  • Kód UT WoS článku

    001428977100004

  • EID výsledku v databázi Scopus

    2-s2.0-85219146287