Digital Game-Based Learning in the English as a Foreign Language (EFL) Classroom
In the last few years, global education has become a key concept within the TEFL domain, suggesting competences, topics, and methods that enable students to become responsible and knowledgeable participants in a globalized world. With the help of a triangulated blended learning study conducted in five different middle school EFL classes, and an additional small group study, the author investigates the potential of digital games that have an educational purpose, so called serious games, for global education when used in EFL scenarios. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.
7. Results from the Students’ Evaluation
Abstract: The chapter presents the results yielded with the help of the quantitative and qualitative student assessment instruments. The first part of the chapter highlights the results from the quantitative evaluation before exhibiting main findings from the qualitative part of the study.
7.1. Results from the Quantitative Evaluation
The study was conducted in three different schools with five different classes. 104 students participated in the study, 60 girls and 44 boys who attended the advanced English class. The evaluation of the questionnaires will now illustrate the students’ attitudes, opinion and behavioral strategies prior to and after the game60. The students were asked to check one response for each question, ranging from affirmation to negation61.
7.1.1. Computer Gaming Behavior and Purpose of Gaming
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