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
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  Data: Designing a Technology-Enhanced Board Game Based on Recognition-Handwriting Separation to Boost Chinese Character Learning.
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  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.
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  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:
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  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:
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      – Type: doi
        Value: 10.1177/07356331261421019
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      – Code: eng
        Text: English
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        PageCount: 29
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    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
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      – SubjectFull: Gamification
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      – SubjectFull: Augmented reality
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      – TitleFull: Designing a Technology-Enhanced Board Game Based on Recognition-Handwriting Separation to Boost Chinese Character Learning.
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            NameFull: Hsu, Hui-Ling
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            NameFull: Chen, Zhi-Hong
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            NameFull: Huang, Sora Chi-Fang
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            – D: 01
              M: 06
              Text: Jun2026
              Type: published
              Y: 2026
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