Please use this identifier to cite or link to this item: http://archives.univ-biskra.dz/handle/123456789/26992
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dc.contributor.authorDjaghoubi Mohamed Aiman-
dc.date.accessioned2023-10-05T08:50:18Z-
dc.date.available2023-10-05T08:50:18Z-
dc.date.issued2023-
dc.identifier.urihttp://archives.univ-biskra.dz/handle/123456789/26992-
dc.description.abstractThe study investigates the use of Online Video Games to Promote EFL students Speaking Fluency. The aim is to explore the potential benefits of incorporating gaming elements into language learning environments. In this regard, one main research hypothesis has been put forward that playing Online Video Games helps improving EFL students speaking fluency at the University of Biskra. Employing a quasi-experimental research design, a mixed-method approach was utilized, incorporating both quantitative and qualitative data collection methods. The study employed a pretest/posttest design, where participants' speaking fluency was assessed before and after engaging in gaming sessions. The research process involved three main tools. Firstly, a preliminary questionnaire was administered to identify and select an appropriate sample for the study. Following the selection of the sample, participants underwent a pretest to gauge their initial speaking fluency levels. Subsequently, an experimental intervention was implemented in the form of gaming sessions. Participants engaged in Online Video Games designed specifically to enhance their speaking skills. A posttest was conducted to assess the participants' speaking fluency after the gaming sessions. The results of the data analysis indicated that there was insufficient evidence to reject the null hypothesis. It suggests that the online video game intervention did not lead to a significant improvement in EFL students' speaking fluency. The findings of this study have implications for language educators and curriculum designers.en_US
dc.language.isoenen_US
dc.subjectSpeaking fluency; Online Video Games; Pretest/posttest design; EFL students; Statistical analysis.en_US
dc.titleUsing Online Video Games to Promote EFL Learners' Speaking Fluency: The Case of Second Year Students of English at Biskra Universityen_US
dc.title.alternativeEnglish Language and literature Sciences of the languageen_US
dc.typeMasteren_US
Appears in Collections:Faculté des Lettres et des Langues FLL

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