Japanese students’ perceptions of digital game use for english-language learning in higher education. Bolliger, D. U., Mills, D., White, J., & Kohyama, M. Journal of Educational Computing Research, 53(3):384–408, December, 2015. Publisher: SAGE Publications Inc
Japanese students’ perceptions of digital game use for english-language learning in higher education [link]Paper  doi  abstract   bibtex   
Researchers investigated perceptions of Japanese college students toward the use of digital games in English-language learning. The study was conducted at one large private university in Japan. Undergraduate students who were enrolled in 14 English-language courses were invited to complete a paper-based survey during class time. The survey included the following constructs: ease of use, learning opportunities, experience, preferences, and actual use. Participants were also invited to share potential advantages and disadvantages for digital game use in the classroom. Two hundred and twenty-two students completed the survey. Results indicate that most students viewed the potential integration and utilization of digital games as positive. However, some students expressed concern that the use of games may not be an effective or efficient method of learning.
@article{bolliger_japanese_2015,
	title = {Japanese students’ perceptions of digital game use for english-language learning in higher education},
	volume = {53},
	issn = {0735-6331},
	url = {https://doi.org/10.1177/0735633115600806},
	doi = {10.1177/0735633115600806},
	abstract = {Researchers investigated perceptions of Japanese college students toward the use of digital games in English-language learning. The study was conducted at one large private university in Japan. Undergraduate students who were enrolled in 14 English-language courses were invited to complete a paper-based survey during class time. The survey included the following constructs: ease of use, learning opportunities, experience, preferences, and actual use. Participants were also invited to share potential advantages and disadvantages for digital game use in the classroom. Two hundred and twenty-two students completed the survey. Results indicate that most students viewed the potential integration and utilization of digital games as positive. However, some students expressed concern that the use of games may not be an effective or efficient method of learning.},
	language = {en},
	number = {3},
	urldate = {2021-06-24},
	journal = {Journal of Educational Computing Research},
	author = {Bolliger, Doris U. and Mills, Daniel and White, Jeremy and Kohyama, Megumi},
	month = dec,
	year = {2015},
	note = {Publisher: SAGE Publications Inc},
	keywords = {Japanese students, digital games, higher education, second language learning, student perceptions},
	pages = {384--408},
}

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