Department of English, Omidiyeh Branch, Islamic Azad University, Omidiyeh, Iran
Online published on 20 March, 2014.
Language games provide an opportunity for learners to use the target language in the form of problem solving, data transfer, or doing role play activities in a stress free classroom environment.
In this study, the content of underlying textbook was provided using the Persian educational content creator software (TMA) with abilities to insert text, generate interactive exercises and tests, produce interactive games, and save the records. Accordingly, in order to investigate the effectiveness of computer games on learning of English words by students in comparison with dominant traditional teacher-centered training methods, two experimental and control groups were selected and examined with pre-test and post-test.
The results of the test section (quantitative) and the attitude questionnaire (qualitative) showed that learning vocabularies through the mentioned method along with change in the traditional atmosphere of classroom had a faster trend and its consequences can be divided into three groups of cognitive skills reinforcement (faster access and recovery of mental vocabulary, problem solving), emotional consequences (motivation and personal satisfaction), and interactive consequences (student-student, student-teacher, student-classroom).
Game, e-learning, classroom environment, learning foreign language