Journals / Dil Eğitimi ve Araştırmaları Dergisi / 2026 / Cilt: 12 Sayı: 1

Bridging the Wall: The Effect of Transmural Digital Game-Based Learning on Turkish EFL Learners’ Willingness to Communicate

Duvarı Aşmak: Transmural Dijital Oyun Temelli Öğrenmenin Türk EFL Öğrencilerinin İletişim Kurma İstekliliğine Etkisi

Yaşar Erdin(İSTANBUL TEKNİK ÜNİVERSİTESİ)0000-0002-5309-7470
Levent Uzun(BURSA ULUDAG UNIVERSITY, FACULTY OF EDUCATION)0000-0002-2321-391X
Pages
887–905
Publication Date
2026-09-20
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

Qualitative findings identified permission to use the first language as the mechanism that made participation possible, while showing that this permission was necessary but not sufficient.

📌 3 Key Takeaways

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Objective & Hypothesis:Extramural digital gameplay is now a routine part of exposure to English, yet it typically remains sealed off from the classroom.
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Key Findings & Data:This study tests a transmural design in which out-of-school play of a commercial off-the-shelf narrative game (Firewatch) is deliberately bridged with in-class discussion conducted predominantly in the first language, and asks whether that bridge raises learners’ willingness to communicate (WTC) in English.
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Conclusion & Impact:Qualitative findings identified permission to use the first language as the mechanism that made participation possible, while showing that this permission was necessary but not sufficient.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:dijital oyun temelli dil öğrenimi · iletişim kurma istekliliği · sınıf dışı ingilizce

Abstract

Extramural digital gameplay is now a routine part of exposure to English, yet it typically remains sealed off from the classroom. This study tests a transmural design in which out-of-school play of a commercial off-the-shelf narrative game (Firewatch) is deliberately bridged with in-class discussion conducted predominantly in the first language, and asks whether that bridge raises learners’ willingness to communicate (WTC) in English. An explanatory sequential mixed-methods design was used; in the quantitative phase a quasi-experimental pre-test/post-test control group design was applied with 41 B1–B2 preparatory-class students (18 experimental, 23 control) at a state university. Over eight weeks the experimental group played the game outside class and analysed it in classroom discussion conducted predominantly in the first language under an explicit translanguaging policy, while the control group completed time-matched communicative tasks. The experimental group’s total WTC rose from 53.73 to 63.86 (t(17) = 4.82, p < .001, d = 1.14), whereas the control group did not change significantly (p = .134). The advantage survived baseline adjustment (ANCOVA F(1, 38) = 16.61, p < .001, ηp² = .304) and was strongest in extramural WTC (ηp² = .322). The intramural benefit was moderated by initial WTC, concentrating among the most reticent learners (r = −.75). Qualitative findings identified permission to use the first language as the mechanism that made participation possible, while showing that this permission was necessary but not sufficient.

Özet

Okul dışı dijital oyun oynama bugün İngilizceye maruz kalmanın olağan bir parçasıdır; ancak bu deneyim çoğunlukla sınıfın dışında kalır. Bu çalışma, ticari bir anlatı odaklı oyunun (Firewatch) okul dışı oynanışının, sınıf içinde ağırlıklı olarak ana dilde yürütülen tartışmalarla bilinçli biçimde birleştirildiği transmural bir tasarımı sınamakta ve bu köprünün öğrencilerin İngilizce iletişim kurma istekliliğini (WTC) artırıp artırmadığını incelemektedir. Açımlayıcı sıralı karma yöntem deseni kullanılmış; nicel aşamada bir devlet üniversitesinin hazırlık programındaki B1–B2 düzeyinde 41 öğrenciyle (18 deney, 23 kontrol) ön test-son test kontrol gruplu yarı deneysel desen uygulanmıştır. Deney grubu sekiz hafta boyunca oyunu ders dışında oynamış ve içeriği sınıfta ağırlıklı olarak Türkçe yürütülen tartışmalarla işlemiş; kontrol grubu süre bakımından eşitlenmiş geleneksel iletişimsel görevler yürütmüştür. Deney grubunun toplam WTC ortalaması 53.73’ten 63.86’ya yükselmiş (t(17) = 4.82, p < .001, d = 1.14), kontrol grubunda anlamlı değişim gözlenmemiştir (p = .134). Üstünlük başlangıç düzeyi denetlendiğinde korunmuş (ANCOVA F(1, 38) = 16.61, p < .001, ηp² = .304) ve en güçlü biçimde sınıf dışı WTC’de ortaya çıkmıştır (ηp² = .322). Sınıf içi kazanım başlangıç düzeyine göre farklılaşmış, en çekingen öğrencilerde yoğunlaşmıştır (r = −.75). Nitel bulgular, katılımı mümkün kılan mekanizmanın ana dile izin verilmesi olduğunu; ancak bu iznin gerekli fakat yeterli olmadığını göstermiştir.

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Cite This Article

Erdin, Y., Uzun, L. (2026). Bridging the Wall: The Effect of Transmural Digital Game-Based Learning on Turkish EFL Learners’ Willingness to Communicate. Dil Eğitimi ve Araştırmaları Dergisi, Cilt: 12 Sayı: 1, 887–905. https://doi.org/10.31464/jlere.2006429

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