The aim of this study is to investigate the views of secondary school students on the contributions of digital games to their vocabulary knowledge in English. This research is a descriptive study examining the research questions based on the analysis of qualitative data. Data of the study were collected through questionnaire applied in six secondary school students(250 students) in Silifke, Mersin the academic year of 2014-2015. The results indicated that students mostly prefer racing and action / adventure type of games. It was found that digital games are usually played in order to spend free time and blow off steam. Most of students usually get through smart phones to play games and state a positive opinion that digital games contribute to their knowledge of English Vocabulary and communication in English.
Dergi Türü : Uluslararası
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