Schools in general have been digitized to a large extent and the inclusion of digital tools is becoming more and more common. The purpose of this study is to find out what different studies say about the inclusion of digital games-based learning and the impact they have on students' vocabulary learning and motivation in English teaching. It’ll also mention where the different studies have been implemented and which methods have been used. The method used in this study is a literature review that has been collected from ERIC (EBSCO), JSROR, ERIC (ProQuest), and IEEE Explore. The results showed that the implementation of digital games-based learning focusing on vocabulary learning motivates students to learn and improves their English language more than analog learning. It has also been shown that digital games have been effective in developing students' English language skills. This is because the students experience learning as enjoyable, unlike analog teaching where they feel analog learning takes place within a strict framework. The conclusion of this study shows that the students gain increased motivation and interest in learning English as a foreign/second language through digital games.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:oru-108506 |
Date | January 2023 |
Creators | Abbas, Malak, Al-Falahi, Diana |
Publisher | Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0016 seconds