opinions of Saudi people about computer-assisted instruction in learning the second language

 

Literature review

Literature review


Cornillie, F., & Desmet, P. (2015). Design and empirical evaluation of controlled L2 practice 


through mini-games—moving beyond drill-and-kill? . It is related to My current study " What the opinions of Saudi people about computer-assisted instruction in learning the second language", that covered the brightest of learners in a set of knowledge, tasks and special activities.  The current study has focused on a set of things and challenges through a set of compact mini-games that are addressed in the classroom, which helps to promote second language learning.  The researcher has focused on the student, an essential part of the educational process, which can respond to the teacher in the second language through these games, which are specially designed for educational processes.  This study is consistent in that its results confirm the effective role of games in helping learners to develop knowledge accurately.  The study confirmed that the activities of the practice that are subject to control can effectively influence the solution of a wide range of problems in the classroom.

 

  



Demirbilek (2010) , Second Language Instructors’ Perspectives about the Use of Educational Games. 


My studies are related to this current study. The researcher has focused on the learners and on the use of games in learning the English language.  He focused on assimilation and the student's ability to analyze as well.  The aim of the present study was to analyze the view of second language teachers about the use of educational games in learning English.  In designing this research, the researcher relied on qualitative research to analyze a group of teachers' opinions on the use of educational games in second language learning at the graduate level.  The researcher collected data through a set of interviews. The advantages of games as well as the effectiveness of their use in the classroom.  The results of the current study revealed a set of important things, which are that we use computer games that support education and positively affect the learning of the English language through the use of computer games in lectures, the hardware and software infrastructure, and the perception of trainers and students in addition to studying their positions on computer games.  Closely related to the current research topic, he studies the impact of games on learning English as a second language for a group of students.







Jalali, S., (2017) Vocabulary and Grammar Gain Through Computer Educational Games.

The researcher emphasized, through the current study, the need to acquire grammar and vocabulary through computers as an effective tool in the educational process.  He emphasized that the presence of computers in a proper way makes the learning process and life better and encourages the inner desires of the human being to enjoy the various activities that he performs.  Technology is driving integration of computer-based games into an educational environment to help learn English as a second language.  The current school attests to the importance of computer games affecting the acquisition of vocabulary rules in Iran in a group of primary schools.  A total of 58 girls participated in this study, selected from among 80 primary school teachers who are studying English as a second language.  The ages of the participants in this study are from 13 to 15 years old.  The study followed a semi-experimental design before and after the test.  The results of this study showed that there were no statistically significant differences between the experimental group and the control group.  He also stressed that the participation of all learners was a case of enthusiasm in learning the language through games . The current study is related to My study  " The opinions of Saudi people about  computer-assisted instruction in learning the second language" that confirms that modern technology can be used in distinctive and new ways as well.



KARAASLAN , (2018) . STUDENTS’ REFLECTIONS ON VOCABULARY LEARNING THROUGH SYNCHRONOUS AND ASYNCHRONOUS  GAMES AND ACTIVITIES .


This study is consistent with my study "What the opinions of Saudi people about." Computer-assisted instruction in learning the second language "in a group of important things, which is the use of digital skills, knowledge, new technology and techniques in teaching and assisting learners. This study has focused on learners through the use of a set of media and preparing the educational environment for the learning process and  The use of the Internet in a systematic and clear way that serves the learning process The researcher used e-learning and a set of distinctive methods in the classroom in a distinct and independent manner that coincides with the learners and trainers. The current study has focused on both the teacher and the student.  These techniques have led to improved vocabulary learning performance for students, digital games and activities rather than being used for fun. They have been included in education, and their results have become very clear.


Dourda, (2014) Content and Language Integrated Learning through an online Game in Primary School: A case study .


 The current study has presented an educational design proposal that combines two processes of solid teaching that includes games-based learning styles in addition to an integrated education of content and language. This study is consistent with my own study that examined the impact of these games on learning a second language.  The researcher in this study focused on the learner through all one to study the effect of these games on learning English for Greek elementary students.  The researcher relied on the motivational and cognitive basis to learn the language through these games.  And the results of the current study confirmed that there are good solutions to these problems.  You are also sure that foreign language can be learned through games in a simple way.  The researcher has noted this development in which the results appear in writing and reading.



References

Cornillie, F., & Desmet, P. (2015). Design and empirical evaluation of controlled L2 practice 

through mini-games—moving beyond drill-and-kill?. In F. Helm, L. Bradley, M. Guarda, & S. Thouësny (Eds), (pp. 150-157).


Demirbilek, M., Yılmaz, E., & Tamer, S. (2010). Second Language Instructors’ Perspectives about the Use of Educational Games. Procedia - Social and Behavioral Sciences, 9, 717–721. doi: 10.1016/j.sbspro.2010.P.223


Jalali, S., & Dousti, M. (2017). Vocabulary and Grammar Gain Through Computer Educational Games. The Journal of English Language Teaching in Foreign Language Context, 2(1), 37. doi: 10.24235/eltecho.v2i1.1592



Dourda, (2014) Content and Language Integrated Learning through an online Game in Primary School: A case study . 9, 717–721. doi: 10.1016/j.sbspro.2010.P.223




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