THE EFFECT OF USING MAPPING AS A GAME IN TEACHING ENGLISH LANGUAGE ON UNIVERSITY STUDENTS’ SELF-EFFICACY AND MOTIVATION
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Date
2023-02-02
Authors
Saddam Kobari
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Abstract
In fact, this study interrogated the effect of using educational mapping as a game in teaching English language on university students' motivation and self-efficacy. A quasi-experimental design (training program), along with a quantitative approach, was used. The study was implemented at Al-Quds Open University in Palestine .The participants comprised 36 master's degree students who were divided into two equal groups: controlled (n=18) and experimental (n=18). The researcher taught the experimental group by using mapping as game while the researcher taught the controlled group by using common and traditional methods of teaching English language.
The study questions were: 1) Are there statistically significant differences in students' means responses of English language motivation due to the study variables (group and gender)? 2) Are there statistically significant differences in students' means responses of English language self-efficacy due to the study variables (group and gender)? 3) What is the anticipated optimal future model of using this method based on its current structure and literature review? 4) How can we possibly capitalize on creating a new model of educational mapping based on new trends in technology? The data were gathered by two scales, and the results were supported by the students' evaluation papers; furthermore, the data were analyzed by using SPSS, ANCOVA and MANCOVA.
The results of the study showed that using mapping as game in teaching English language positively influenced university students' self-efficacy and motivation. In addition, the results of the study indicated that there was no significant difference in motivation and self-efficacy according to the variable of gender. The results of the third and fourth questions suggested an anticipated optimal future model for using the method to be in line with the current teaching trends; that is, the model is based on using interactive technology.
Thus, the study recommended using educational mapping to foster students' motivation and self-efficacy, and using the anticipated model as a reference to use educational mapping according to new trends of technology.
Keywords: Educational mapping; self-efficacy; motivation.