The Effects of Using Video Games Compared to Traditional Methods in an EFL Classroom

University essay from Malmö universitet/Lärande och samhälle

Abstract: In an ever more digitalised society, there is a growing interest in digital pedagogic aids and a growing need for pedagogues to utilize new digital tools. The importance of being able to survey and evaluate information from digital sources is paramount, and the Swedish school system is responsible for teaching pupils these skills. In this study, we aimed to investigate and critically analyse the merits and demerits of using video games in education as it relates to language development. To gauge the efficacy of video game-supplemented learning, we aimed to answer two questions: to what extent video games enhance vocabulary learning in an English as a foreign language (EFL) classroom, and to what extent it increases pupils and students’ motivation. Basing our writing on previous research, we looked for studies focused on areas that overlapped with our own via a number of keyword searches, including EFL, video games, vocabulary, teaching method, and digital literacy. According to our study, the two primary benefits of video game-supplemented learning are: An improved vocabulary in comparison to those who did not utilize video games; Increased motivation for learning. Results did not significantly deviate from these benefits by age, gender, or time spent, and all studies analysed were in favour of including (or emphasizing the role of) digital tools in language education. Some reading emphasized the importance of utilizing these tools in the correct way, but none disputed the benefit of digital aids for education. However, none of our primary sources studied the Swedish education system specifically, so regional/cultural differences may apply to these results.

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