Designing a Technology-Enhanced Board Game Based on Recognition-Handwriting Separation to Boost Chinese Character Learning

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Bibliographic Details
Title: Designing a Technology-Enhanced Board Game Based on Recognition-Handwriting Separation to Boost Chinese Character Learning
Language: English
Authors: Hui-Ling Hsu (ORCID 0009-0004-5988-5488), Zhi-Hong Chen, Sora Chi-Fang Huang
Source: Journal of Educational Computing Research. 2026 64(4):821-849.
Availability: SAGE Publications. 2455 Teller Road, Thousand Oaks, CA 91320. Tel: 800-818-7243; Tel: 805-499-9774; Fax: 800-583-2665; e-mail: journals@sagepub.com; Web site: https://sagepub.com
Peer Reviewed: Y
Page Count: 29
Publication Date: 2026
Document Type: Journal Articles
Reports - Research
Education Level: Early Childhood Education
Elementary Education
Grade 2
Primary Education
Descriptors: Foreign Countries, Character Recognition, Ideography, Chinese, Handwriting, Educational Games, Technology Uses in Education, Educational Technology, Grade 2, Elementary School Curriculum, Literacy, Learning Motivation, Self Efficacy, Student Interests
Geographic Terms: Taiwan
DOI: 10.1177/07356331261421019
ISSN: 0735-6331
1541-4140
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.
Abstractor: As Provided
Entry Date: 2026
Accession Number: EJ1502313
Database: ERIC
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