Publication: The Impact of Game-Based Metaverse on Language Learning Motivation, Anxiety, and Vocabulary
| dc.authorscopusid | 57959327700 | |
| dc.authorwosid | Çelik, Ferdi/Hhm-7933-2022 | |
| dc.contributor.author | Celik, Ferdi | |
| dc.date.accessioned | 2025-12-11T00:37:25Z | |
| dc.date.issued | 2025 | |
| dc.department | Ondokuz Mayıs Üniversitesi | en_US |
| dc.department-temp | [Celik, Ferdi] Ondokuz Mayis Univ, Samsun, Turkiye | en_US |
| dc.description.abstract | This controlled trial explores how Fortnite, a multiplayer game with customizable virtual spaces, can be used as a metaverse-based language teaching (MBLT) environment to support vocabulary learning of English as a Foreign Language (EFL) learners. Grounded in self-determination theory and activity theory, the impact of Fortnite on students' vocabulary learning, language anxiety, and motivation was investigated, and the level of academic task engagement during the intervention was explored. Eighty one high school students participated: 41 in the experimental group, who learned vocabulary in a custom Fortnite virtual mall, and 40 in the control group, who received regular classroom instruction. A pretest-posttest quasi-experimental design was used. Data were collected through validated instruments and an achievement test. Vocabulary achievement was analyzed using an independent samples t-test, while Mann-Whitney U tests were used to assess changes in anxiety and motivation. Descriptive statistics were used to reflect engagement across cognitive, behavioral, and affective dimensions. Results showed that the group instructed with MBLT had significantly higher vocabulary learning, lower anxiety, and higher motivation compared to the control group. During MBLT, learners' academic task engagement levels were moderate to high, with cognitive engagement being the highest. The findings suggest that integrating metaverse platforms like Fortnite into EFL instruction can create motivating, low-anxiety, and engaging learning environments that align with the digital habits and motivational needs of today's learners. Bu kontroll & uuml; & ccedil;al & imath;& scedil;ma, & ouml;zelle & scedil;tirilebilir sanal alanlara sahip & ccedil;ok oyunculu bir oyun olan Fortnite'& imath;n, & Idot;ngilizceyi yabanc & imath; dil olarak & ouml;& gbreve;renen & ouml;& gbreve;rencilerin kelime & ouml;& gbreve;renimini desteklemek amac & imath;yla Metaverse Tabanl & imath; Dil & Ouml;& gbreve;retimi (MTD & Ouml;) ortam & imath; olarak nas & imath;l kullan & imath;labilece & gbreve;ini incelemektedir. & Ouml;z belirleyicilik kuram & imath; ve etkinlik kuram & imath; temel al & imath;narak Fortnite'& imath;n & ouml;& gbreve;rencilerin & Idot;ngilizce kelime & ouml;& gbreve;renimleri, & ouml;& gbreve;renme kayg & imath;lar & imath; ve motivasyonlar & imath; & uuml;zerindeki etkisi ara & scedil;t & imath;r & imath;lm & imath;& scedil; ve m & uuml;dahale s & uuml;resince akademik g & ouml;reve kat & imath;l & imath;m d & uuml;zeyleri incelenmi & scedil;tir. & Ccedil;al & imath;& scedil;maya 81 lise & ouml;& gbreve;rencisi kat & imath;lm & imath;& scedil;t & imath;r: 41'i deney grubunda yer alm & imath;& scedil; ve kelimeleri & ouml;zel olarak tasarlanm & imath;& scedil; Fortnite'ta sanal al & imath;& scedil;veri & scedil; merkezinde & ouml;& gbreve;renmi & scedil;, 40'& imath; ise kontrol grubunda olup geleneksel s & imath;n & imath;f & ouml;& gbreve;retimi alm & imath;& scedil;t & imath;r. & Ouml;ntest-sontest yar & imath; deneysel desen kullan & imath;lm & imath;& scedil;t & imath;r. Veriler ge & ccedil;erlili & gbreve;i kan & imath;tlanm & imath;& scedil; & ouml;l & ccedil;ekler ve bir ba & scedil;ar & imath; testi arac & imath;l & imath;& gbreve;& imath;yla toplanm & imath;& scedil;t & imath;r. Kelime ba & scedil;ar & imath;s & imath; ba & gbreve;& imath;ms & imath;z & ouml;rneklemler t-testi ile, kayg & imath; ve motivasyondaki de & gbreve;i & scedil;imler ise Mann-Whitney U testi ile analiz edilmi & scedil;tir. Kat & imath;l & imath;m d & uuml;zeylerini yans & imath;tmak i & ccedil;in bili & scedil;sel, davran & imath;& scedil;sal ve duyu & scedil;sal boyutlarda betimsel istatistikler kullan & imath;lm & imath;& scedil;t & imath;r. Sonu & ccedil;lar MTD & Ouml; ile & ouml;& gbreve;retim alan grubun kontrol grubuna k & imath;yasla anlaml & imath; derecede daha y & uuml;ksek kelime & ouml;& gbreve;renimine, daha d & uuml;& scedil;& uuml;k kayg & imath;ya ve daha y & uuml;ksek motivasyona sahip oldu & gbreve;unu g & ouml;stermi & scedil;tir. MTD & Ouml; s & uuml;resince & ouml;& gbreve;rencilerin akademik g & ouml;rev kat & imath;l & imath;m d & uuml;zeyleri orta ile y & uuml;ksek aras & imath;nda de & gbreve;i & scedil;mi & scedil;, bili & scedil;sel kat & imath;l & imath;m en y & uuml;ksek d & uuml;zeyde ger & ccedil;ekle & scedil;mi & scedil;tir. Bulgular Fortnite gibi metaverse platformlar & imath;n & imath;n & Idot;ngilizce & ouml;& gbreve;retimine entegre edilmesinin, g & uuml;n & uuml;m & uuml;z & ouml;& gbreve;rencilerinin dijital al & imath;& scedil;kanl & imath;klar & imath; ve motivasyonel ihtiya & ccedil;lar & imath;yla uyumlu, motive edici, d & uuml;& scedil;& uuml;k kayg & imath;l & imath; ve etkile & scedil;imli & ouml;& gbreve;renme ortamlar & imath; sa & gbr | en_US |
| dc.description.woscitationindex | Social Science Citation Index - Arts & Humanities Citation Index | |
| dc.identifier.doi | 10.1111/ijal.12858 | |
| dc.identifier.issn | 0802-6106 | |
| dc.identifier.issn | 1473-4192 | |
| dc.identifier.scopus | 2-s2.0-105014895290 | |
| dc.identifier.scopusquality | Q1 | |
| dc.identifier.uri | https://doi.org/10.1111/ijal.12858 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.12712/37976 | |
| dc.identifier.wos | WOS:001563073700001 | |
| dc.identifier.wosquality | Q1 | |
| dc.institutionauthor | Celik, Ferdi | |
| dc.language.iso | en | en_US |
| dc.publisher | Wiley | en_US |
| dc.relation.ispartof | International Journal of Applied Linguistics | en_US |
| dc.relation.publicationcategory | Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı | en_US |
| dc.rights | info:eu-repo/semantics/closedAccess | en_US |
| dc.subject | Academic Engagement | en_US |
| dc.subject | EFL Vocabulary Learning | en_US |
| dc.subject | Foreign Language Anxiety | en_US |
| dc.subject | Fortnite | en_US |
| dc.subject | Learning Motivation | en_US |
| dc.subject | Metaverse | en_US |
| dc.subject | & Ouml | en_US |
| dc.subject | & Gbreve | en_US |
| dc.subject | Renme Motivasyonu | en_US |
| dc.subject | Yabanc & Imath | en_US |
| dc.subject | Dil Kayg & Imath | en_US |
| dc.subject | S & Imath | en_US |
| dc.subject | Akademik Kat & Imath | en_US |
| dc.subject | L & Imath | en_US |
| dc.subject | M | en_US |
| dc.subject | & Idot | en_US |
| dc.subject | Ngilizce Kelime & Ouml | en_US |
| dc.subject | & Gbreve | en_US |
| dc.subject | Renimi | en_US |
| dc.title | The Impact of Game-Based Metaverse on Language Learning Motivation, Anxiety, and Vocabulary | en_US |
| dc.type | Article | en_US |
| dspace.entity.type | Publication |
