Abstract

The purpose of this study is to examine how the use of multiplayer English teaching online games influences students’ self-efficacy and their English performance scores. The participants of this study were sixty elementary students in Korea. They were selected based on the scores on the social-affective value test and then divided into two groups-high and low groups. During five weeks, the participants played with an English teaching online game two hours per week. The students’ self-efficacy scores were collected before and after they played the online game. Their English performance scores on the online game were collected to compare the two groups. The findings indicated that their online game experience increased self-efficacy. Interestingly, students with low social-affective values showed more improvement than those with high social-affective values in both self-efficacy and performance scores.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call