A Case Study of English Language Learners in a Mobile Game-Assisted Environment During the Covid-19 Lockdown
The research explores the motivational role of digital mobile games and the effect of anxiety/stress upon the participants during English Language Learning (ELL). Moreover, it also describes how the digital games develop the participants' interest and how these are helpful in ELL during the CO...
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Format: | Article |
Language: | English |
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Department of English, University of Chitral
2021-12-01
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Series: | University of Chitral Journal of Linguistics and Literature |
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Online Access: | https://jll.uoch.edu.pk/index.php/jll/article/view/79 |
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author | Ghulam Yasin |
author_facet | Ghulam Yasin |
author_sort | Ghulam Yasin |
collection | DOAJ |
description |
The research explores the motivational role of digital mobile games and the effect of anxiety/stress upon the participants during English Language Learning (ELL). Moreover, it also describes how the digital games develop the participants' interest and how these are helpful in ELL during the COVID-19 lockdown. It is the case study of three (03) English language learners with a secondary level of English proficiency, stuck at home due to COVID-19 lockdown in Pakistan. The participants were asked to play Spaceteam ESL, a digital mobile game that demands fluent oral exchanges of information. The participants played Spaceteam ESL in three (03) sessions, and every session consisted of an hour. Then the data was collected through the observation method and semi-structured interviews from the participants. Findings reveal that the participants' continuous responsive interaction during the game and the sense of not being judged by a teacher create a non-threatening and stress-free zone. It develops the participants' greater interest, becomes the ELL source, and has fun and killing time during the COVID-19 lockdown. The research is distinctive because its observations are based upon the outside classroom environment. In addition, it also finds the pedagogical utilisation and different features of Spaceteam ESL helpful in ELL.
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first_indexed | 2024-03-08T04:16:40Z |
format | Article |
id | doaj.art-9689a32b7105439a939269300155c9d0 |
institution | Directory Open Access Journal |
issn | 2617-3611 2663-1512 |
language | English |
last_indexed | 2024-04-24T10:29:20Z |
publishDate | 2021-12-01 |
publisher | Department of English, University of Chitral |
record_format | Article |
series | University of Chitral Journal of Linguistics and Literature |
spelling | doaj.art-9689a32b7105439a939269300155c9d02024-04-12T16:47:36ZengDepartment of English, University of ChitralUniversity of Chitral Journal of Linguistics and Literature2617-36112663-15122021-12-015II10.33195/rgwmxn35A Case Study of English Language Learners in a Mobile Game-Assisted Environment During the Covid-19 LockdownGhulam Yasin0Lecturer, Department of English, Govt. Alamdar Hussain Islamia College, Agahi Road, Multan, Punjab, Pakistan The research explores the motivational role of digital mobile games and the effect of anxiety/stress upon the participants during English Language Learning (ELL). Moreover, it also describes how the digital games develop the participants' interest and how these are helpful in ELL during the COVID-19 lockdown. It is the case study of three (03) English language learners with a secondary level of English proficiency, stuck at home due to COVID-19 lockdown in Pakistan. The participants were asked to play Spaceteam ESL, a digital mobile game that demands fluent oral exchanges of information. The participants played Spaceteam ESL in three (03) sessions, and every session consisted of an hour. Then the data was collected through the observation method and semi-structured interviews from the participants. Findings reveal that the participants' continuous responsive interaction during the game and the sense of not being judged by a teacher create a non-threatening and stress-free zone. It develops the participants' greater interest, becomes the ELL source, and has fun and killing time during the COVID-19 lockdown. The research is distinctive because its observations are based upon the outside classroom environment. In addition, it also finds the pedagogical utilisation and different features of Spaceteam ESL helpful in ELL. https://jll.uoch.edu.pk/index.php/jll/article/view/79digital games, language teaching tools, English language learning, Anxiety, MALL |
spellingShingle | Ghulam Yasin A Case Study of English Language Learners in a Mobile Game-Assisted Environment During the Covid-19 Lockdown University of Chitral Journal of Linguistics and Literature digital games, language teaching tools, English language learning, Anxiety, MALL |
title | A Case Study of English Language Learners in a Mobile Game-Assisted Environment During the Covid-19 Lockdown |
title_full | A Case Study of English Language Learners in a Mobile Game-Assisted Environment During the Covid-19 Lockdown |
title_fullStr | A Case Study of English Language Learners in a Mobile Game-Assisted Environment During the Covid-19 Lockdown |
title_full_unstemmed | A Case Study of English Language Learners in a Mobile Game-Assisted Environment During the Covid-19 Lockdown |
title_short | A Case Study of English Language Learners in a Mobile Game-Assisted Environment During the Covid-19 Lockdown |
title_sort | case study of english language learners in a mobile game assisted environment during the covid 19 lockdown |
topic | digital games, language teaching tools, English language learning, Anxiety, MALL |
url | https://jll.uoch.edu.pk/index.php/jll/article/view/79 |
work_keys_str_mv | AT ghulamyasin acasestudyofenglishlanguagelearnersinamobilegameassistedenvironmentduringthecovid19lockdown AT ghulamyasin casestudyofenglishlanguagelearnersinamobilegameassistedenvironmentduringthecovid19lockdown |