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

dc.contributor.authorPikhart, Marcel
dc.contributor.authorAl-Obaydi, Liqaa Habeb
dc.contributor.authorKlímová, Blanka
dc.contributor.authorTawafak, Ragad M.
dc.date.accessioned2025-12-05T14:21:15Z
dc.date.available2025-12-05T14:21:15Z
dc.date.issued2024
dc.description.abstractIn recent years, digital games have become increasingly popular among students, both as a form of entertainment and as a tool for learning as a natural development of the use of social media applications and 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 with digital 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 pursue goals. In the context of digital games, motivation can play a significant role in shaping students' attitudes toward 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 towards technology use and the online learning environment, specifically digital games, is essential for educators and game designers seeking to create effective and engaging learning experiences for students (Jiang et al., 2022; Taskiran, 2019).eng
dc.formatp. 235-243
dc.identifier.doi10.18823/asiatefl.2024.21.1.16.235
dc.identifier.issn1738-3102
dc.identifier.obd43881094
dc.identifier.urihttp://hdl.handle.net/20.500.12603/2110
dc.identifier.wos001206603500007
dc.language.isoeng
dc.peerreviewedyes
dc.publicationstatuspostprint
dc.publisherThe Asian Association of Teachers of English as a Foreign Language
dc.relation.ispartofJournal of Asia TEFL, volume 21, issue: 1eng
dc.relation.publisherversionhttp://journal.asiatefl.org/main/main.php?inx_journals=79&amp;inx_contents=1231&amp;main=1&amp;sub=3&amp;submode=3&amp;PageMode=JournalView&amp;s_title=The_Impact_of_Digital_Games_on_Motivation_and_Attitudes_of_EFL_College_Students
dc.rights.accessOpen Access
dc.rights.licenseCC BY
dc.source.urlhttp://journal.asiatefl.org/main/main.php?inx_journals=79&amp;inx_contents=1231&amp;main=1&amp;sub=3&amp;submode=3&amp;PageMode=JournalView&amp;s_title=The_Impact_of_Digital_Games_on_Motivation_and_Attitudes_of_EFL_College_Students
dc.subjectgamingeng
dc.subjectmotivationeng
dc.subjectdigital educationeng
dc.titleThe Impact of Digital Games on Motivation and Attitudes of EFL College Studentseng
dc.typearticle

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AsiaTEFL_V21_N1_Spring_2024_The_Impact_of_Digital_Games_on_Motivation_and_Attitudes_of_EFL_College_Students.pdf
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