Beware of What Lurks in the Margin: Glosses, Mobile Digital Games, and Incidental Vocabulary Learning.

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Title: Beware of What Lurks in the Margin: Glosses, Mobile Digital Games, and Incidental Vocabulary Learning.
Authors: Rasti-Behbahani, Amin1, Abugohar, Mohammed Abdulgalil1 mabugohar@du.edu.om, Khallaf, Nagwa Mohammed1
Source: International Journal of Interactive Mobile Technologies. 2024, Vol. 18 Issue 20, p169-185. 17p.
Subjects: Incidental learning, Gamification, Adventure games, Mobile games, Video games
Abstract: The study was set to investigate the effectiveness of meaning-given (meaning-G) and multiple-choice (choice-G) glosses in enhancing incidental vocabulary learning by word learning activities developed with a tablet digital game (DGBVL). Fifty-four Persian speakers (13-14 years old) were divided into meaning, choice, and control (CG) groups randomly after their vocabulary knowledge sizes were measured (2100-2400). After administering two pretests, measuring receptive and productive knowledge of 20 concrete nouns, participants played a commercial adventure game. They read a modified game guide and completed a chapter of the game in pairs. Meaning-G had a single Persian definition, choice-G had three, and CG had none on the page margins. Three weeks later, the participants took post-tests, receptive and productive, without forewarning. Moreover, qualitative data were collected. Results showed that 1) DGBVL activities could enhance incidental learning of the target words regardless of the gloss types; 2) contrary to our expectations, meaning-G enhanced target word productive knowledge acquisition much more effectively than choice-G; and 3) glosses led to different vocabulary learning strategies. This study extends the literature by advising prospective teachers to employ meaning-G to enhance vocabulary acquisition through DGBVL activities effectively. [ABSTRACT FROM AUTHOR]
Copyright of International Journal of Interactive Mobile Technologies is the property of International Journal of Interactive Mobile Technologies and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Beware of What Lurks in the Margin: Glosses, Mobile Digital Games, and Incidental Vocabulary Learning.
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  Data: <searchLink fieldCode="AR" term="%22Rasti-Behbahani%2C+Amin%22">Rasti-Behbahani, Amin</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Abugohar%2C+Mohammed+Abdulgalil%22">Abugohar, Mohammed Abdulgalil</searchLink><relatesTo>1</relatesTo><i> mabugohar@du.edu.om</i><br /><searchLink fieldCode="AR" term="%22Khallaf%2C+Nagwa+Mohammed%22">Khallaf, Nagwa Mohammed</searchLink><relatesTo>1</relatesTo>
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  Data: <searchLink fieldCode="JN" term="%22International+Journal+of+Interactive+Mobile+Technologies%22">International Journal of Interactive Mobile Technologies</searchLink>. 2024, Vol. 18 Issue 20, p169-185. 17p.
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  Data: <searchLink fieldCode="DE" term="%22Incidental+learning%22">Incidental learning</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Adventure+games%22">Adventure games</searchLink><br /><searchLink fieldCode="DE" term="%22Mobile+games%22">Mobile games</searchLink><br /><searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink>
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: The study was set to investigate the effectiveness of meaning-given (meaning-G) and multiple-choice (choice-G) glosses in enhancing incidental vocabulary learning by word learning activities developed with a tablet digital game (DGBVL). Fifty-four Persian speakers (13-14 years old) were divided into meaning, choice, and control (CG) groups randomly after their vocabulary knowledge sizes were measured (2100-2400). After administering two pretests, measuring receptive and productive knowledge of 20 concrete nouns, participants played a commercial adventure game. They read a modified game guide and completed a chapter of the game in pairs. Meaning-G had a single Persian definition, choice-G had three, and CG had none on the page margins. Three weeks later, the participants took post-tests, receptive and productive, without forewarning. Moreover, qualitative data were collected. Results showed that 1) DGBVL activities could enhance incidental learning of the target words regardless of the gloss types; 2) contrary to our expectations, meaning-G enhanced target word productive knowledge acquisition much more effectively than choice-G; and 3) glosses led to different vocabulary learning strategies. This study extends the literature by advising prospective teachers to employ meaning-G to enhance vocabulary acquisition through DGBVL activities effectively. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of International Journal of Interactive Mobile Technologies is the property of International Journal of Interactive Mobile Technologies and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.3991/ijim.v18i20.50247
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      – Code: eng
        Text: English
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        Type: general
      – SubjectFull: Gamification
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      – SubjectFull: Adventure games
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      – SubjectFull: Mobile games
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      – TitleFull: Beware of What Lurks in the Margin: Glosses, Mobile Digital Games, and Incidental Vocabulary Learning.
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            NameFull: Khallaf, Nagwa Mohammed
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              Text: 2024
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