Using video games as a strategy for improving EFL students’ listening skills | ||||
البحوث التطبيقية في العلوم والانسانيات | ||||
Volume 1, Issue 1, July 2024, Page 155-172 PDF (5.11 MB) | ||||
Document Type: المقالة الأصلية | ||||
DOI: 10.21608/aash.2024.377474 | ||||
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Authors | ||||
Afaf Mohamed Ahmed Mohamed; Hagar Waheed Ibrahim Eid; Helana Raaft Moharb Maglaa; Mariam Amin Munir Ayad; Nada Mohsen Nabeeh Abdou; Nourhan Abd El-Nasser Ahmed Mohamed; Reham Ali Mustafa Abdel Hamid; Abeer Kamal El Khateeb | ||||
Abstract | ||||
Digital tool integration in education is unavoidable in today's technologically advanced environment. To improve English as a Foreign Language instruction, this study examines the creative use of video games as a teaching tool that focuses on helping foreign students become better listeners. Before exploring the topic of video games, the research first looks at the significant influence that play has on kids' cognitive growth and language learning. Since technology is present in many facets of contemporary life, it is essential to interact with students through familiar media like video games. Students are encouraged to actively engage with language content using educational video games, which provide a unique blend of pleasure and learning. Furthermore, the study clarifies the difficulties English as a foreign language students encounter as a result of conventional teaching strategies and a lack of focus on listening exercises, particularly when it comes to developing their listening comprehension skills. Through the effective use of video games' natural motivational properties and the correction of traditional methods' drawbacks, teachers can establish an immersive learning environment that suits students' changing requirements and preferences. Using qualitative approaches helps in getting insights into how video game-based learning affects students' attitudes, motivation, and self-perceived listening comprehension skills through careful observation and analysis of student input. The ultimate goal of this research is to emphasize the positive effects of integrating technology to improve listening skills by using video games. | ||||
Keywords | ||||
English as a Foreign Language (EFL); video games; educational video games (EVGs); technology integration; and listening skills | ||||
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