<?xml version="1.0" encoding="UTF-8"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-10-29T22:40:39Z</responseDate><request verb="GetRecord" identifier="oai:bayburt-rdlopen.rawdatalibrary.net:bayburt/15192" metadataPrefix="oai_dc">https://bayburt-rdlopen.rawdatalibrary.net/oai/request</request><GetRecord><record><header><identifier>oai:bayburt-rdlopen.rawdatalibrary.net:bayburt/15192</identifier><datestamp>2026-10-29T19:20:11Z</datestamp><setSpec>openaire</setSpec><setSpec>com_bayburt_10000</setSpec><setSpec>col_bayburt_10001</setSpec></header><metadata><oai_dc:dc xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><dc:title>Teaching efl vocabulary to young digital nativesthrough online games: a study with turkish 5TH grade efl learners</dc:title><dc:creator>Dolgunsöz, Emrah</dc:creator><dc:creator>Bilici, Özlem Utku</dc:creator><dc:subject>Eğitim, Eğitim Araştırmaları</dc:subject><dc:description>The current study aimed to examine the effect of online vocabulary gameson teaching new words to young learners ofEFL. For this aim, 46 Turkish 5thgrade EFL students in a state school were assigned into control and experimental groups. Both groups studied 22 words in 6 instructional sessions conducted in 6 subsequent weeks in the second semester of 2016-2017academicyear. Throughout this period, the data were collected via recognition-production tests and semi-structured interviews. The results of the recognition and production tests showed that experimental group outperformed the control group in terms of vocabulary gains. The results of the semi-structured interviews also supported the quantitativeresultsindicatingthatonlinevocabularygamesincreased students’ motivation. Additionally, it was observedthat young learners were amused by digital games and were willing to learn more via them.</dc:description><dc:date>2018</dc:date><dc:type>Article</dc:type><dc:identifier>https://rdlopen.rawdatalibrary.net/r/bayburt/15192</dc:identifier><dc:language>en</dc:language><dc:relation>IOJET</dc:relation><dc:rights>info:eu-repo/semantics/closedAccess</dc:rights><dc:type>info:eu-repo/semantics/article</dc:type><dc:identifier>https://bayburt-rdlopen.rawdatalibrary.net/tr/items/bayburt/15192</dc:identifier></oai_dc:dc></metadata></record></GetRecord></OAI-PMH>