Abstract

This study aimed to identify the general trends, description and focus of research about the effectiveness of using games strategy in English language teaching and learning. That is, it investigated the strategies used, instrument, year of publication, publication type, participant, design of the study, skills and areas analyzed in the study, and length of text in studies about the effectiveness of games method. The study used a meta-analysis research design in data collection and analysis. The sample of the study consisted of 70 journal articles, conference proceedings, and graduate theses and dissertations published between 2000-2018. The instrument of the study was a meta-analysis checklist. The descriptive statistics, including frequencies and percentages were used to find differences between the different features. The findings revealed that strategies used in this study and, the feature games (regular) method had the highest frequency. Moreover, the test instrument had the highest frequency in the sample studies analyzed. However, the year 2016 obtained the highest frequency for the year of the study. The type of publication got the next highest frequency in favour of conference proceedings. This was followed by the participant type and level features (EFL learners, school, and 16 participants and more) in the study sample. The experimental design of studies about games strategies received a high frequency. There was also the frequency for skills and areas in studies about games strategies in favour of reading. The feature games are more effective than other methods and the text length of 11 to 20 pages (2,645-4,729 words) category had the highest frequency. Finally, several related recommendations were introduced to the researchers, curricula designers, supervisors, and English teachers.

Highlights

  • 1 This previous decade has witnessed the development of knowledge technologies with the improvement of games

  • The frequencies were counted for each strategy, and the percentages were calculated

  • Meta-analysis design is very useful in finding the general trends, description and focus in studies about the effectiveness of games in English language teaching/ learning than the analysis of any single study

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Summary

Introduction

1 This previous decade has witnessed the development of knowledge technologies with the improvement of games. With the development of education-based technology, there is an instant need to examine the effect of using games-assisted learning. Many studies for using games become invisible, which requires criticism to show outlook research and discover the elements of effectiveness on learning. English is one of the most essential languages in different contexts, including English as a foreign language (EFL) and (ESL). It is a lingua franca in this world, and learner needs it to develop and improve their linguistic and communication skills. This study is based on a meta-analysis to discover the effectiveness of using game strategies in English language learning and teaching

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