The effects of serious games and blended learning on students’ achievement in reading
Reading is considered one of the main skills that English as a foreign language learner needs to acquire successfully in their studies and lives. Yet, Jordanian learners suffer from a deficiency in reading and their achievement scores show weaknesses in reading. One of the suggested solutions to imp...
Saved in:
Main Authors: | , , |
---|---|
Format: | Conference or Workshop Item |
Published: |
2022
|
Subjects: | |
Online Access: | http://eprints.utm.my/id/eprint/101086/ http://dx.doi.org/10.1007/978-3-030-82616-1_24 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Universiti Teknologi Malaysia |
id |
my.utm.101086 |
---|---|
record_format |
eprints |
spelling |
my.utm.1010862023-05-27T07:44:38Z http://eprints.utm.my/id/eprint/101086/ The effects of serious games and blended learning on students’ achievement in reading Hanandeh, Anas Abdullah, Zaleha Harun, Jamalludin QA75 Electronic computers. Computer science Reading is considered one of the main skills that English as a foreign language learner needs to acquire successfully in their studies and lives. Yet, Jordanian learners suffer from a deficiency in reading and their achievement scores show weaknesses in reading. One of the suggested solutions to improve their reading is integrating serious games in the educational process since that serious games have been successfully applied in many disciplines. Still, there is a lack of research that explores the best practice of using serious games in classrooms. Hence, this paper aims to examine the effects of a serious game and blended learning model called lab rotation on students’ achievement in reading. The research design used in this study was the pre-experimental design that was conducted among fifty Jordanian undergraduate students who registered in the “Effective communication skills” subject for semester II, 2017 at Yarmouk University, Jordan. Moreover, a combination of quantitative and qualitative methods was employed in the data collection and analysis processes. The study’s results showed that utilizing a serious game and lab rotation model can improve students’ achievement in reading. Moreover, the study explored how students’ achievement in reading was improved after integrating the serious game and lab rotation model. 2022 Conference or Workshop Item PeerReviewed Hanandeh, Anas and Abdullah, Zaleha and Harun, Jamalludin (2022) The effects of serious games and blended learning on students’ achievement in reading. In: International Conference on Emerging Technologies and Intelligent Systems, ICETIS 2021, 25 June 2021 - 26 June 2021, Al Buraimi, Oman. http://dx.doi.org/10.1007/978-3-030-82616-1_24 |
institution |
Universiti Teknologi Malaysia |
building |
UTM Library |
collection |
Institutional Repository |
continent |
Asia |
country |
Malaysia |
content_provider |
Universiti Teknologi Malaysia |
content_source |
UTM Institutional Repository |
url_provider |
http://eprints.utm.my/ |
topic |
QA75 Electronic computers. Computer science |
spellingShingle |
QA75 Electronic computers. Computer science Hanandeh, Anas Abdullah, Zaleha Harun, Jamalludin The effects of serious games and blended learning on students’ achievement in reading |
description |
Reading is considered one of the main skills that English as a foreign language learner needs to acquire successfully in their studies and lives. Yet, Jordanian learners suffer from a deficiency in reading and their achievement scores show weaknesses in reading. One of the suggested solutions to improve their reading is integrating serious games in the educational process since that serious games have been successfully applied in many disciplines. Still, there is a lack of research that explores the best practice of using serious games in classrooms. Hence, this paper aims to examine the effects of a serious game and blended learning model called lab rotation on students’ achievement in reading. The research design used in this study was the pre-experimental design that was conducted among fifty Jordanian undergraduate students who registered in the “Effective communication skills” subject for semester II, 2017 at Yarmouk University, Jordan. Moreover, a combination of quantitative and qualitative methods was employed in the data collection and analysis processes. The study’s results showed that utilizing a serious game and lab rotation model can improve students’ achievement in reading. Moreover, the study explored how students’ achievement in reading was improved after integrating the serious game and lab rotation model. |
format |
Conference or Workshop Item |
author |
Hanandeh, Anas Abdullah, Zaleha Harun, Jamalludin |
author_facet |
Hanandeh, Anas Abdullah, Zaleha Harun, Jamalludin |
author_sort |
Hanandeh, Anas |
title |
The effects of serious games and blended learning on students’ achievement in reading |
title_short |
The effects of serious games and blended learning on students’ achievement in reading |
title_full |
The effects of serious games and blended learning on students’ achievement in reading |
title_fullStr |
The effects of serious games and blended learning on students’ achievement in reading |
title_full_unstemmed |
The effects of serious games and blended learning on students’ achievement in reading |
title_sort |
effects of serious games and blended learning on students’ achievement in reading |
publishDate |
2022 |
url |
http://eprints.utm.my/id/eprint/101086/ http://dx.doi.org/10.1007/978-3-030-82616-1_24 |
_version_ |
1768006606849572864 |