The effects of serious games and blended learning on students’ achievement in reading

Reading is considered one of the main skills that English as a foreign language learner needs to acquire successfully in their studies and lives. Yet, Jordanian learners suffer from a deficiency in reading and their achievement scores show weaknesses in reading. One of the suggested solutions to imp...

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Main Authors: Hanandeh, Anas, Abdullah, Zaleha, Harun, Jamalludin
Format: Conference or Workshop Item
Published: 2022
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Online Access:http://eprints.utm.my/id/eprint/101086/
http://dx.doi.org/10.1007/978-3-030-82616-1_24
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spelling my.utm.1010862023-05-27T07:44:38Z http://eprints.utm.my/id/eprint/101086/ The effects of serious games and blended learning on students’ achievement in reading Hanandeh, Anas Abdullah, Zaleha Harun, Jamalludin QA75 Electronic computers. Computer science Reading is considered one of the main skills that English as a foreign language learner needs to acquire successfully in their studies and lives. Yet, Jordanian learners suffer from a deficiency in reading and their achievement scores show weaknesses in reading. One of the suggested solutions to improve their reading is integrating serious games in the educational process since that serious games have been successfully applied in many disciplines. Still, there is a lack of research that explores the best practice of using serious games in classrooms. Hence, this paper aims to examine the effects of a serious game and blended learning model called lab rotation on students’ achievement in reading. The research design used in this study was the pre-experimental design that was conducted among fifty Jordanian undergraduate students who registered in the “Effective communication skills” subject for semester II, 2017 at Yarmouk University, Jordan. Moreover, a combination of quantitative and qualitative methods was employed in the data collection and analysis processes. The study’s results showed that utilizing a serious game and lab rotation model can improve students’ achievement in reading. Moreover, the study explored how students’ achievement in reading was improved after integrating the serious game and lab rotation model. 2022 Conference or Workshop Item PeerReviewed Hanandeh, Anas and Abdullah, Zaleha and Harun, Jamalludin (2022) The effects of serious games and blended learning on students’ achievement in reading. In: International Conference on Emerging Technologies and Intelligent Systems, ICETIS 2021, 25 June 2021 - 26 June 2021, Al Buraimi, Oman. http://dx.doi.org/10.1007/978-3-030-82616-1_24
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
topic QA75 Electronic computers. Computer science
spellingShingle QA75 Electronic computers. Computer science
Hanandeh, Anas
Abdullah, Zaleha
Harun, Jamalludin
The effects of serious games and blended learning on students’ achievement in reading
description Reading is considered one of the main skills that English as a foreign language learner needs to acquire successfully in their studies and lives. Yet, Jordanian learners suffer from a deficiency in reading and their achievement scores show weaknesses in reading. One of the suggested solutions to improve their reading is integrating serious games in the educational process since that serious games have been successfully applied in many disciplines. Still, there is a lack of research that explores the best practice of using serious games in classrooms. Hence, this paper aims to examine the effects of a serious game and blended learning model called lab rotation on students’ achievement in reading. The research design used in this study was the pre-experimental design that was conducted among fifty Jordanian undergraduate students who registered in the “Effective communication skills” subject for semester II, 2017 at Yarmouk University, Jordan. Moreover, a combination of quantitative and qualitative methods was employed in the data collection and analysis processes. The study’s results showed that utilizing a serious game and lab rotation model can improve students’ achievement in reading. Moreover, the study explored how students’ achievement in reading was improved after integrating the serious game and lab rotation model.
format Conference or Workshop Item
author Hanandeh, Anas
Abdullah, Zaleha
Harun, Jamalludin
author_facet Hanandeh, Anas
Abdullah, Zaleha
Harun, Jamalludin
author_sort Hanandeh, Anas
title The effects of serious games and blended learning on students’ achievement in reading
title_short The effects of serious games and blended learning on students’ achievement in reading
title_full The effects of serious games and blended learning on students’ achievement in reading
title_fullStr The effects of serious games and blended learning on students’ achievement in reading
title_full_unstemmed The effects of serious games and blended learning on students’ achievement in reading
title_sort effects of serious games and blended learning on students’ achievement in reading
publishDate 2022
url http://eprints.utm.my/id/eprint/101086/
http://dx.doi.org/10.1007/978-3-030-82616-1_24
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score 13.19449