|
English
|
正體中文
|
简体中文
|
Post-Print筆數 : 27 |
Items with full text/Total items : 113656/144643 (79%)
Visitors : 51720817
Online Users : 641
|
|
|
Loading...
|
Please use this identifier to cite or link to this item:
https://nccur.lib.nccu.edu.tw/handle/140.119/137503
|
Title: | Effects of Design Factors of a Game-based English Vocabulary Learning App on Learning Performance, Sustained Attention, Emotional State, and Memory Retention |
Authors: | 陳志銘 Chen, Chih-Ming Cao, Ding |
Contributors: | 圖檔所 |
Keywords: | English vocabulary learning ;Game-based learning ;Mobile learning app ;Game design factor ;Learning performance ;Sustained attention ;Emotion |
Date: | 2021-06 |
Issue Date: | 2021-10-25 15:29:08 (UTC+8) |
Abstract: | Numerous studies have confirmed that increasing vocabulary size is a critical part of learning English as a foreign language (EFL). In recent years, game-based learning has been identified as a promising means of acquiring and retaining knowledge. The rapid development of mobile technologies has forced instructors to consider the potential of Mobile-Assisted Language Learning (MALL). As a result, this work assesses the effects of two different game-based English vocabulary learning apps with significantly different game design factors on learners performance, sustained attention, relaxation, and vocabulary retention. A total of 36 Grade 12 students from Matsu Senior High School, Taiwan, who participated in this study were randomly divided into two experimental groups, which were balanced for the distribution of gender and pretest scores. The learners in the two experimental groups learned English vocabulary for four weeks using two game-based English vocabulary learning apps with significantly different game design factors. Analytical results reveal that learners who used games with weak game design factors exhibited significantly better vocabulary learning performance, retention, and relaxation than those who used games with strong game design factors, and their level of sustained attention was lower. This work verifies that gender differences existed between the two game-based English vocabulary learning apps with different game design factors. Girls achieved significantly better English vocabulary learning and retention in the game APP with weak game design factors. Additionally, based on an interview with several research participants, matching of the challenge to player skill and feedback were the most important game design factors in game-based English vocabulary learning apps. In summary, a more exciting game does not favor cognitive learning, including English vocabulary learning. |
Relation: | 圖資與檔案學刊, 98, 1-38 |
Data Type: | article |
DOI 連結: | https://doi.org/10.6575/JILA.202106_(98).0001 |
DOI: | 10.6575/JILA.202106_(98).0001 |
Appears in Collections: | [圖書資訊與檔案學研究所] 期刊論文 [圖資與檔案學刊] 期刊論文
|
Files in This Item:
File |
Description |
Size | Format | |
98.pdf | | 908Kb | Adobe PDF2 | 284 | View/Open |
|
All items in 政大典藏 are protected by copyright, with all rights reserved.
|
著作權政策宣告 Copyright Announcement1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.
2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(
nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(
nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.