PulseExploreJournal ClubDebatesTrendingResearchersJournals
Instagram
HomeExploreJournal ClubTrending
Synapse
⌘+K
Synapse
December 31, 2015Interdisciplinary Journal of Virtual Learning in Medical Sciences2 citationsOpen Access

Drawing Up a Medical Syllabus by Integrating the Gamified Blended Module of L2 English Learning

View Full Paper
SKSaeed KhazaieHDHossein Vahid Dastjerdi

Key Points

Key points are not available for this paper at this time.

Abstract

Introduction Nowadays, mobile-mediated learning has become a primary concern of scholars applying the blended method of L2 teaching and learning. Meanwhile, prevailing game apps on mobile devices, namely m-games, have broadened the educators’ pedagogical outlook. In view of that, this study endeavored to compare the efficacy of team- (vs. individual) teaching on learning L2 through the medium of m-game-mediated blended learning method. Methods This quasi-experimental study embraced triangulation research design. To that end, 86 male and female students from Ahvaz JondiShapur University of Medical Sciences were selected through stratified sampling method. Afterwards, 76 students were homogenized through the application of vocabulary levels test (VLT) to learn L2 vocabulary and reading comprehension in the individual- or team-teaching situations. The instrumentation included VLT, pre-research questionnaire and interview as well as formative assessment. The reliability of the instrumentation was calculated through KR-21 method and Cronbach’s alpha. Likewise, their validity was authenticated by five TEFL experts. In addition to debriefing the participants through questionnaire and interview, tracing participants’ performance through paper-and-pencil exercises, m-games (native vs. prefabricated), and also tailor-made tests over 18 m-game-based blended sessions prepared the ground for embarking on the triangulation design. For analyzing the data, SPSS version 21 along with descriptive and inferential statistics were employed. Results In the end, the t-tests analyses showed that a range of situational and social factors were found to affect participants’ L2 learning. In the same vein, team-teaching situation was of palpable interest to participants to expedite their L2 learning via m-game-based blended module (P < 0.01). Conclusions In effect, welding native m-game into the proper pedagogical situations culminate in students’ outperformance.

Ask AI
Helpful
Bookmark
Share
View Full Paper

Cite This Study

Khazaie et al. (2015) studied this question.

synapsesocial.com/papers/6a1430243f92ec2dd759b85dhttps://doi.org/10.5812/ijvlms.11993
Ask AI
Helpful
Bookmark
Share
View Full Paper

Also Consider

Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context:

  1. 1Technology, Literacy and Learning: A Multimodal Approach2009 · 351 citations
  2. 2Interaction and Second Language Learning: Two Adolescent French Immersion Students Working Together1998 · 1,578 citations
  3. 3Exploring preservice teachers' beliefs : what does it mean to become an english teacher in Japan?2008 · 5 citations
  4. 4Second Language Motivation; The Role of Teachers in Learners’ Motivation2013 · 40 citations
  5. 5Exploring Preservice Teachers' Beliefs: What Does it Mean to Become an English Teacher in Japan?2008 · 4 citations