Application-Driven Educational Game to Assist Young Children in Learning English Vocabulary
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| Title: | Application-Driven Educational Game to Assist Young Children in Learning English Vocabulary |
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| Language: | English |
| Authors: | Chen, Zhi-Hong, Lee, Shu-Yu |
| Source: | Educational Technology & Society. 2018 21(1):70-81. |
| Availability: | International Forum of Educational Technology & Society. Available from: National Sun Yat-sen University. Department of Information Management, 70, Lien-Hai Rd, Kaohsiung, 80424, Taiwan. Web site: http://www.ifets.info |
| Peer Reviewed: | Y |
| Page Count: | 12 |
| Publication Date: | 2018 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Elementary Education |
| Descriptors: | Educational Games, Young Children, Elementary School Students, Grade 4, Foreign Countries, Second Language Learning, English (Second Language), Quasiexperimental Design, Vocabulary Development, Instructional Effectiveness, Outcomes of Education, Experimental Groups, Control Groups, Computer Assisted Instruction, Pretests Posttests, Likert Scales, Statistical Analysis, Visualization, Self Control |
| Geographic Terms: | Taiwan |
| ISSN: | 1436-4522 |
| Abstract: | This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted with 30 fourth-grade students to examine its influence on the aspects of performance, flow, self-regulation, and behavior related to learning. The results demonstrated that the system contributed to enhanced flow experience and better learning self-regulation when compared to using a quiz game system without the support of the application-driven model. In addition, behavior analysis revealed that the component of learning regulation played a critical role. Some implications about the application-driven model and its future development are also discussed. |
| Abstractor: | As Provided |
| Number of References: | 45 |
| Entry Date: | 2018 |
| Access URL: | https://www.j-ets.net/ETS/journals/21_1/7.pdf |
| Accession Number: | EJ1165959 |
| Database: | ERIC |
| Abstract: | This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted with 30 fourth-grade students to examine its influence on the aspects of performance, flow, self-regulation, and behavior related to learning. The results demonstrated that the system contributed to enhanced flow experience and better learning self-regulation when compared to using a quiz game system without the support of the application-driven model. In addition, behavior analysis revealed that the component of learning regulation played a critical role. Some implications about the application-driven model and its future development are also discussed. |
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| ISSN: | 1436-4522 |