Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

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

Bibliographic Data

ID21806251
AuthorsT Darvenkumar (Vellore Institute of Technology University), V Anitha Devi (Vellore Institute of Technology University)
Year2022
Volume12
Issue11
Pages2298-2306
Publication date2022-11-03
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueTheory and Practice in Language Studies (JOURNAL)
Journal identifiersISSN: 1799-2591 • E-ISSN: 2053-0692
PublisherAcademy Publication (PUBLISHER • GB)
DOI10.17507/tpls.1211.09
OpenAlexW4308421083
LanguageEN
Citations received2
References cited2

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

  • EFL learners’ flow experience and incidental vocabulary learning during text-based game tasks

    Open Access•Mohammad N Karimi, Ali Nasouri•System•2024

  • The Effectiveness of the Cooperative Learning Model in Enhancing Critical Reading Skills

    Open Access•Arif Setiawan, Sarwiji Suwandi et al.•European Journal of Educational…•2025

  • A Framework for Task-Based Learning (Longman Handbooks for Language Teachers)

    Jane Willis•A Framework for Task-Based…•1996

  • Digital Natives, Digital Immigrants Part 2

    Marc Prensky•On the Horizon The International…•2001

Unique citing works2
Citations per year1
Citation span2024 - 2025 (2)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 2

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae