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Text-Based Game — A Tool to Enhance Critical Reading and Critical Thinking Skills in English Classrooms

Datos Bibliográficos

ID21806251
AutoresT Darvenkumar (Vellore Institute of Technology University), V Anitha Devi (Vellore Institute of Technology University)
Año2022
Volumen12
Número11
Páginas2298-2306
Fecha de publicación2022-11-03
Open AccessSí
TipoARTICLE
RevistaTheory and Practice in Language Studies (JOURNAL)
Identificadores de la revistaISSN: 1799-2591 • E-ISSN: 2053-0692
EditorialAcademy Publication (PUBLISHER • GB)
DOI10.17507/tpls.1211.09
OpenAlexW4308421083
IdiomaEN
Citas recibidas2
Referencias citadas2

Game technology has recently attracted a lot of attention and provides a favourable environment for language learning students who want to improve their English communicative abilities. The purpose of this article is to explore how students utilize gaming technology to increase their critical reading and critical thinking skills while playing. This research is a pre-experimental study with a one-group pre-test and post-test design. Students at the tertiary level are the participants in this study. Choice of the Dragon was a fantasy text-based game used in the experiment. A storyline from the game was transcribed into scripts and distributed to students for the pre-test. The game was introduced with the goal of gaining points on the achievement chart. In the end, the game will display an achievement chart. It encourages the students to continue the gameplay and read intensively until they reach their goal. Google Form was used to collect data for the research. The collected data was analysed with the help of a statistical tool. Students’ critical reading and critical thinking skills have increased significantly due to the intervention of the fantasy text-based game

Chart · Critical reading · Critical thinking · Educational game · Fantasy · Game design · Linguistics · Mathematics education · Multimedia · Scripting language · Computer Science · Education and Critical Thinking Development · Educational Games and Gamification · Educational Methods and Media Use · Psychology · Artificial Intelligence

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Citas por año1
Intervalo de citas2024 - 2025 (2)
Altamente citadoNo

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