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

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dc.rights.license CC BY eng
dc.contributor.author Al-Obaydi, Liqaa Habeb cze
dc.contributor.author Pikhart, Marcel cze
dc.contributor.author Tawafak, Ragad M cze
dc.contributor.author Klímová, Blanka cze
dc.date.accessioned 2025-12-05T15:36:32Z
dc.date.available 2025-12-05T15:36:32Z
dc.date.issued 2025 eng
dc.identifier.issn 2384-8766 eng
dc.identifier.uri http://hdl.handle.net/20.500.12603/2352
dc.description.abstract 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' 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. eng
dc.format p. 39-58 eng
dc.language.iso eng eng
dc.publisher SERIOUS GAMES SOC eng
dc.relation.ispartof International Journal of Serious Games, volume 12, issue: 1 eng
dc.subject Digital gaming eng
dc.subject Language learning eng
dc.subject Time factor eng
dc.subject Technology acceptance model eng
dc.title Relationship Investigation between Time Investment and Language Learning Based on Digital Games eng
dc.type article eng
dc.identifier.obd 43881904 eng
dc.identifier.wos 001428977100004 eng
dc.identifier.doi 10.17083/ijsg.v12i1.845 eng
dc.publicationstatus postprint eng
dc.peerreviewed yes eng
dc.source.url https://journal.seriousgamessociety.org/index.php/IJSG/article/view/845 cze
dc.relation.publisherversion https://journal.seriousgamessociety.org/index.php/IJSG/article/view/845 eng
dc.rights.access Open Access eng


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