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Self regulation Assessment of Mobile Game-based Language Learning
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, Department of Applied Foreign Languages,Lunghwa University of Science and Technology, Taiwan ; , Department of Culture Creativity and Multimedia Design,Lunghwa University of Science and Technolog, Taiwan ; , Department of Multimedia and Game Science,Lunghwa University of Science and Technology, Taiwan

Society for Information Technology & Teacher Education International Conference, in Savannah, GA, United States ISBN 978-1-939797-13-1 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

Since the introduction of portable devices, there has been constant interest in exploring their potential use in learning. The evolution of technology has continued to provide new possibilities for learning and challenges when providing instruction. Smartphones offer the greatest potential for such invisible integration of technological hardware into mobile learning. The purpose of the study is to examine student self-regulated learning of mobile game-based Tourism English. Participants were 80 students at a technological university in Taiwan. The Motivated Strategies for Learning Questionnaire (MSLQ) was used to examine student engagement. The results indicated that students moderately developed self-regulation through mobile learning and the created application provided alternative learning opportunities for students to fill in the lexical gaps of English for Tourism purpose.

Citation

Chen, Y.L., Hsu, C.C. & Doong, J.L. (2016). Self regulation Assessment of Mobile Game-based Language Learning. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 882-886). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE). Retrieved October 15, 2019 from .

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