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Technology integration of using digital gameplay for enhancing EFL college students' behavior intention

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dc.rights.license CC BY eng
dc.contributor.author Tawafak, Ragad M cze
dc.contributor.author Al-Obaydi, Liqaa Habeb cze
dc.contributor.author Klímová, Blanka cze
dc.contributor.author Pikhart, Marcel cze
dc.date.accessioned 2025-12-05T14:12:58Z
dc.date.available 2025-12-05T14:12:58Z
dc.date.issued 2023 eng
dc.identifier.issn 1309-517X eng
dc.identifier.uri http://hdl.handle.net/20.500.12603/2052
dc.description.abstract This abstract presents a research study that investigates the effects of technology integration (TI) through digital gameplay on English as a foreign language (EFL) college students' behavior intention. The study employs a mixed-methods research design, combining quantitative and qualitative data collection and analysis methods. The quantitative phase involves a pre-and post-test design, measuring the behavior intention of EFL college students before and after engaging in digital gameplay activities. The qualitative phase involves in-depth interviews and focus group discussions to gather students' perceptions and experiences with using digital gameplay in their language learning process. The findings reveal that TI through digital gameplay positively influences EFL college students' behavior intention, including their motivation, engagement, and self-efficacy in language learning. The qualitative data provide insights into students' perceptions of the benefits and challenges of using digital gameplay, highlighting its potential for improving language skills, fostering social interaction, and promoting autonomous learning. The implications of the study suggest that incorporating digital gameplay in EFL college classrooms can be an effective approach to enhance students' behavior intention and contribute to their language learning outcomes. This study contributes to the existing literature on TI in language education and provides practical recommendations for educators and policymakers to leverage digital gameplay for enhancing EFL college students' behavior intention. eng
dc.format p. "Article number: ep452" eng
dc.language.iso eng eng
dc.publisher BASTAS PUBL LTD - UK eng
dc.relation.ispartof CONTEMPORARY EDUCATIONAL TECHNOLOGY, volume 15, issue: 4 eng
dc.subject technology integration eng
dc.subject digital gaming eng
dc.subject behavior intention eng
dc.subject EFL college students eng
dc.title Technology integration of using digital gameplay for enhancing EFL college students' behavior intention eng
dc.type article eng
dc.identifier.obd 43880925 eng
dc.identifier.wos 001143606500006 eng
dc.identifier.doi 10.30935/cedtech/13454 eng
dc.publicationstatus postprint eng
dc.peerreviewed yes eng
dc.source.url https://www.cedtech.net/article/technology-integration-of-using-digital-gameplay-for-enhancing-efl-college-students-behavior-13454 cze
dc.relation.publisherversion https://www.cedtech.net/article/technology-integration-of-using-digital-gameplay-for-enhancing-efl-college-students-behavior-13454 eng
dc.rights.access Open Access eng


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