چکیده مقاله
This study explores the comparative effectiveness of Digital Game Based Learning DGBL and Traditional Instruction TI on vocabulary acquisition and learner motivation among beginner level English as a Foreign Language EFL learners Drawing on social constructivist and multimedia learning theories, the research employs a quasi experimental design involving 80 learners from a private language institute, randomly divided into a DGBL group and a TI group The DGBL group used a structured vocabulary curriculum integrated into interactive digital games, while the TI group received direct instruction through conventional classroom practices Data were collected through pre and post tests on vocabulary knowledge, a validated motivation questionnaire, and semi structured interviews Results indicate that the DGBL group significantly outperformed the TI group in both vocabulary acquisition and motivational gain p < 001 The motivational effect size was large Cohen's d = 0 91 , suggesting that digital game environments foster not only cognitive retention but also emotional engagement Interview analysis revealed enhanced learner autonomy, increased participation, and positive attitudes toward gamified learning The findings align with recent research emphasizing the pedagogical potential of DGBL in fostering a learner centered environment and suggest that gamification can serve as a powerful supplement to traditional EFL instruction These results have direct implications for EFL curriculum design, teacher training, and policy development in technologically enabled language education
کلیدواژهها
نویسندگان
شیوه ارجاع
Taghipoursani, Zahra,1404,A Comparative Study of the Effectiveness of Digital Game-Based Learning vs. Traditional Instruction on Vocabulary Acquisition and Motivation in Beginner EFL Learners,11th International Conference on Humanities, Literature and Linguistics,Tehran
ارائهشده در
مجموعه مقالات یازدهمین کنفرانس بین المللی علوم انسانی ، ادبیات و زبانشناسی29 آبان 1404 · تهران