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Assessing the Learning Outcomes of Using Mobile Game Integration in Teaching English Vocabulary: A Case Study of Saudi Arabia

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  • Khalid Abdullah Alotaibi

    (Prince Sattam Bin Abdulaziz University, Saudi Arabia)

  • Madhawi Ghallab Alharbi

    (Ministry of Education, Saudi Arabia)

Abstract

English language is taught universally and is therefore also in Saudi Arabia since 1958. But the student’s achievements have not been satisfactory, hence the imperative to research new teaching methods. The purpose of this study is to investigate the potential and effects of using mobile device games on learning English as a Foreign Language (EFL) vocabulary for student achievement in a Saudi female public high school. After conducting pilot studies of five mobile games with teachers and students, The English Bee, an original game specifically designed for this research project, was selected. The study comprised one participant cohort who were taught two modules; one through The English Bee in and the other module was taught by traditional methods. It employed a mixed methodology of a number of collection techniques for both qualitative and quantitative data, namely, pre- and post-tests, focus group discussions, interviews and reflective essays.

Suggested Citation

  • Khalid Abdullah Alotaibi & Madhawi Ghallab Alharbi, 2022. "Assessing the Learning Outcomes of Using Mobile Game Integration in Teaching English Vocabulary: A Case Study of Saudi Arabia," International Journal of Sociotechnology and Knowledge Development (IJSKD), IGI Global, vol. 14(1), pages 1-16, January.
  • Handle: RePEc:igg:jskd00:v:14:y:2022:i:1:p:1-16
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