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. 2023 Mar 30:1–27. Online ahead of print. doi: 10.1007/s10639-023-11756-y

Table 2.

Students’ metaphorical perceptions on the concept of digital game-based education to academic achievement in EFL

Categories f % Metaphors f %
The effectiveness of EFL ​​through digital games on academic achievements 66 97.05 Entertainment (9), A bird (6), gold (4), chocolate (3), puzzle (2), game (2), medicine (2), heart (2), happiness (2), a race (2), a baby (1), alphabet (1), a book (1), a coffee (1), Minecraft (1), a cow (1), chips (1), a peach (1), sugar (1), a road (1), laughing (1), self-confidence (1), a private course (1), dancing (1), excitement (1), a bridge (1), playing with a tablet (1), a mind game (1), a table (1), a cartoon (1), a car (1),a dog (1), a tree (1), a cat (1), a staircase (1), drinking water (1), a fish (1), efficiency (1), a walnut (1), a friend (1), a key (1), milk (1), 42 95.45
Ineffectiveness of EFL, through digital games on academic achievement 2 2.95 A black hole (1), Wall (1) 2 4.55
TOTAL 68 100.00 TOTAL 44 100.00