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 |