Dergiler / Eğitim Bilimleri Araştırmaları Dergisi / 2026 / Cilt: 5 Sayı: 1

Facebook üzerinde İngilizce sözcük bilgisini gerektiren bir oyun uygulamasının öğrencilerin İngilizce sözcük öğrenimlerine olan etkisi

The effect of a Facebook game that requires English vocabulary knowledge on students’ English vocabulary development

Emre Güvendir(Trakya University Education Faculty)
Deniz Mertkan Gezgin(Trakya University Education Faculty)
Sayfa
41–55
Yayın Tarihi
2015-04-01
DOI
—
🏛️Bu makalenin bibliyografik verileri ve tam metin bağlantısı DergiPark üzerinden sağlanmıştır.
DergiPark Kaydı ↗

Özet

-

Abstract

This research examines the effect of a Facebook game (Pearl Peril) that requires English vocabulary knowledge on students’ English vocabulary development. The participants of the study include 7th year students in a private middle school in Turkey. Of the experimental models, this study uses a pretest-posttest control group model. Initially, a vocabulary test that was developed by the researchers was conducted on 81 middle school students in Edirne for analyzing validity and reliability. Subsequently, this test was applied as a pretest to both control and experiment groups. Following the application of the pretest, students in the experiment group were required to play Pearl Peril for one month. In the course of this one month, the words in Pearl Peril were taught to control group in regular classes as a part of the syllabus. At the end of this procedure, the vocabulary test that was used as a pretest was administered to both groups this time as a posttest. The study results show a significant difference between the test scores of the control and experiment groups. Thus, the current study is important in terms of exemplifying how to benefit from various social media applications in educational practices.

🔖

Bu Makaleye Atıf Yap

Güvendir, E., Gezgin, D. M. (2015). Facebook üzerinde İngilizce sözcük bilgisini gerektiren bir oyun uygulamasının öğrencilerin İngilizce sözcük öğrenimlerine olan etkisi. Eğitim Bilimleri Araştırmaları Dergisi, Cilt: 5 Sayı: 1, 41–55. https://ajindex.com/articles/1643381

📄 Tam Metin PDF Okuyucu

📄

PDF görüntüleyici hazırlanıyor...

Kaynakça (22)

  1. Aldrich, C. (2004). Simulations and the future of learning: An innovative (and perhaps revolutionary) approach to e-learning. San Francisco, CA: Pfeiffer.
  2. ALTO Global Direction in Language Travel Report (2008).
  3. Atılgan, H. (2007). Madde ve Test İstatistikleri. Atılgan, H. (Edt.). Eğitimde Ölçme ve Değerlendirme. Ankara: Anı Yayıncılık.
  4. Baran, B. (2010). Facebook as a formal instructional environment. British Journal of Educational Technology, 41(6), 146-149.
  5. Blattner, G. & Fiori, M. (2009). Facebook in the Language Classroom: Promises and Possibilities. Instructional Technology and Distance Learning (ITDL), 6, 17-28.
  6. British Council. (2004). Vision 2020: Forecasting international student mobility; a UK perspective. British Council, Universities UK and IDP Australia.
  7. Çetin, Y., Sozcu, O.F. & Kınay, H. (2012). Sosyal ortamlardaki oyunlardan dolaylı yoldan yabancı dile ait kelime edinimi. International Journal of Human Sciences, 9 (2), 535-552.
  8. Chu Shih, R. (2013). Effect of using Facebook to assist English for business communication course instruction. TOJET: The Turkish Online Journal of Educational Technology, 12, 52-59.
  9. Clark, D. (2007). Games, Motivation & Learning. Sunderland, UK: Caspian Learning Consumer Barometer with Google. (2014). http://www.consumerbarometer.com/en/insights/?countryCode=TR. Erişim Tarihi: 10.08.2014.
  10. Cohen, J. (1988). Statistical power analysis for the behavioral sciences. Hillsdale, NJ: LawrenceErlbaum Associates.
  11. Depoe, M. (2001). Guide to online resources. CALL-EJ Online, 2 (2).
  12. Ebel, R. L. & Frisbie, D. A. (1986). Essentials of educational measurement. Englewood Cliffs, NJ: Prentice-Hall.
  13. Ellison, N. (2008). Introduction: reshaping campus communication and community through social network sites. ECAR Research Study, 8, 19-32.
  14. Eren, Ö. (2012). Students’ attitudes towards using social networking in foreign language classes: A Facebook example. International Journal of Business and Social Science, 3, 288-294.
  15. Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave/Macmillan.
  16. Gee, J. P. (2005). Pleasure, learning, video games, and life: The projective stance. E-Learning, 2(3), 211-223.
  17. Gonzales, L. & Vodicka, D. (2010). Top 10 internet resources for educators. Leadership, 39(3), 8-37.
  18. Güler, N. (2011). Eğitimde ölçme ve değerlendirme. Ankara: Nobel Yayın Dağıtım.
  19. Hoffman, E. (2009). Social Media and Learning Environments: Shifting Perspectives on the Locus of Control. In Education, 15(2), 23-38.
  20. Internet Society Global Internet Report, (2014).
  21. http://www.internetsociety.org/sites/default/files/Global_Internet_Report_2014_0.pdf. Erişim Tarihi: 08.08.2014
  22. International Live Stats, (2014). http://www.internetlivestats.com/internet-users-by-country/. Erişim Tarihi: 09.08.2014.