Designing a Technology-Enhanced Board Game Based on Recognition-Handwriting Separation to Boost Chinese Character Learning.
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| Title: | Designing a Technology-Enhanced Board Game Based on Recognition-Handwriting Separation to Boost Chinese Character Learning. |
|---|---|
| Authors: | Hsu, Hui-Ling1 (AUTHOR), Chen, Zhi-Hong1 (AUTHOR) zhchen@ntnu.edu.tw, Huang, Sora Chi-Fang1 (AUTHOR) |
| Source: | Journal of Educational Computing Research. Jun2026, Vol. 64 Issue 4, p821-849. 29p. |
| Subjects: | Chinese characters, Educational games, Literacy education, Orthography & spelling, Automatic speech recognition, Gamification, Augmented reality |
| Abstract: | This study investigated how a technology-enhanced board game, the Chinese Character Component Monster (3CM) system, grounded in the recognition–handwriting separation (RHS) approach, supports young learners' Chinese literacy development. The 3CM system integrates tangible gameplay and lightweight digital features such as speech recognition and augmented reality etymology videos to enhance component recognition, orthographic awareness, and motivation. A quasi-experimental design involving 58 second-grade students and two teachers compared 3CM with a text-only board game over three weeks. Quantitative data were analyzed using ANCOVA and t -tests, while qualitative data from post-intervention focus group interviews underwent thematic analysis. Results showed that students using 3CM significantly outperformed the control group in component recognition and orthographic awareness, and reported higher value, confidence, and interest in learning. These findings demonstrate the pedagogical potential of low-tech, multimodal, and gamified literacy tools that effectively integrate cognitive, motivational, and interactive learning principles for early Chinese character instruction. [ABSTRACT FROM AUTHOR] |
| Copyright of Journal of Educational Computing Research is the property of Sage Publications Inc. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Engineering Source |
| FullText | Text: Availability: 0 |
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| Header | DbId: egs DbLabel: Engineering Source An: 192767646 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Designing a Technology-Enhanced Board Game Based on Recognition-Handwriting Separation to Boost Chinese Character Learning. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Hsu%2C+Hui-Ling%22">Hsu, Hui-Ling</searchLink><relatesTo>1</relatesTo> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Chen%2C+Zhi-Hong%22">Chen, Zhi-Hong</searchLink><relatesTo>1</relatesTo> (AUTHOR)<i> zhchen@ntnu.edu.tw</i><br /><searchLink fieldCode="AR" term="%22Huang%2C+Sora+Chi-Fang%22">Huang, Sora Chi-Fang</searchLink><relatesTo>1</relatesTo> (AUTHOR) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Journal+of+Educational+Computing+Research%22">Journal of Educational Computing Research</searchLink>. Jun2026, Vol. 64 Issue 4, p821-849. 29p. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Chinese+characters%22">Chinese characters</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+games%22">Educational games</searchLink><br /><searchLink fieldCode="DE" term="%22Literacy+education%22">Literacy education</searchLink><br /><searchLink fieldCode="DE" term="%22Orthography+%26+spelling%22">Orthography & spelling</searchLink><br /><searchLink fieldCode="DE" term="%22Automatic+speech+recognition%22">Automatic speech recognition</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Augmented+reality%22">Augmented reality</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: This study investigated how a technology-enhanced board game, the Chinese Character Component Monster (3CM) system, grounded in the recognition–handwriting separation (RHS) approach, supports young learners' Chinese literacy development. The 3CM system integrates tangible gameplay and lightweight digital features such as speech recognition and augmented reality etymology videos to enhance component recognition, orthographic awareness, and motivation. A quasi-experimental design involving 58 second-grade students and two teachers compared 3CM with a text-only board game over three weeks. Quantitative data were analyzed using ANCOVA and t -tests, while qualitative data from post-intervention focus group interviews underwent thematic analysis. Results showed that students using 3CM significantly outperformed the control group in component recognition and orthographic awareness, and reported higher value, confidence, and interest in learning. These findings demonstrate the pedagogical potential of low-tech, multimodal, and gamified literacy tools that effectively integrate cognitive, motivational, and interactive learning principles for early Chinese character instruction. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Journal of Educational Computing Research is the property of Sage Publications Inc. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1177/07356331261421019 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 29 StartPage: 821 Subjects: – SubjectFull: Chinese characters Type: general – SubjectFull: Educational games Type: general – SubjectFull: Literacy education Type: general – SubjectFull: Orthography & spelling Type: general – SubjectFull: Automatic speech recognition Type: general – SubjectFull: Gamification Type: general – SubjectFull: Augmented reality Type: general Titles: – TitleFull: Designing a Technology-Enhanced Board Game Based on Recognition-Handwriting Separation to Boost Chinese Character Learning. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Hsu, Hui-Ling – PersonEntity: Name: NameFull: Chen, Zhi-Hong – PersonEntity: Name: NameFull: Huang, Sora Chi-Fang IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 06 Text: Jun2026 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 07356331 Numbering: – Type: volume Value: 64 – Type: issue Value: 4 Titles: – TitleFull: Journal of Educational Computing Research Type: main |
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