Exploring Veterinary Science Students’ Digital Literacy and Their Disposition toward the Use of Online Games for Learning English

Main Article Content

Satita Watanapokakul

Abstract

For the Net Generation Learners, computer literacy has played an important role academically and non-academically. To promote an edutainment atmosphere for language learning, a game-based e-learning (or online) material is a state-of-the-art alternative. In order to develop a game-based e-learning program for Veterinary Science students, their attitudes and disposition toward the use of online games for learning English needs to be explored. The questionnaires and semi-structured interviews served as research instruments. The responses from 111 Veterinary Science sophomores were both qualitatively and quantitatively analysed, and the findings showed their digital literacy levels as well as positive attitudes and disposition toward the use of online games, which can be used when designing an e-learning (or online) edutainment game for the English for Veterinary Profession I course.

Article Details

How to Cite
Watanapokakul, S. (2015). Exploring Veterinary Science Students’ Digital Literacy and Their Disposition toward the Use of Online Games for Learning English. LEARN Journal: Language Education and Acquisition Research Network, 8(2), 104–125. Retrieved from https://so04.tci-thaijo.org/index.php/LEARN/article/view/102676
Section
Research Articles