The game LINGO Online: a Serious Game for English Pronunciation. Is it Effective, Why does it Work and How to Establish this?
Wim Trooster, Sui Lin Goei, Windesheim University of Applied Sciences, Netherlands ; Anouk Ticheloven, Utrecht University, Netherlands ; Esther Oprins, Gillian Visschedijk, Gemma Corbalan, Martin van Schaik, TNO, Netherlands
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in New Orleans, LA, USA ISBN 978-1-939797-12-4 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
In the present study the game LINGO Online (“Voice Activated Spy Tech”), a serious game for English pronunciation, is evaluated. A method was developed in order to evaluate serious games (and other (innovative) learning materials). With this method the effectiveness and working mechanism of the game LINGO Online was studied in Dutch primary - and secondary education. Besides, the educational context was analyzed to determine relevant context parameters under which this effectiveness could be met. During 8 weeks students either played the game (experimental group) or followed regular lessons for English pronunciation (control group) . During this period data were collected on pronunciation performance, learning characteristics of the students, characteristics of the game, expectations and experiences of teachers and their managers, and teaching practice. Data from students playing the game were compared with data from students following regular lessons. To explore the mechanism of action of the game LINGO Online the relations between learning outcomes, learning characteristics, game characteristics and parameters on the context of learning were analyzed. At this moment processing and analysis of data is in full progress. The first results suggest that students playing the game felt more free to speak in English than students following regular lessons. Furthermore the students playing the game reported that they were motivated. Conclusions on the effectiveness of this serious game and a model for the mechanism of action of this innovative learning tool are discussed.
Trooster, W., Goei, S.L., Ticheloven, A., Oprins, E., Visschedijk, G., Corbalan, G. & van Schaik, M. (2014). The game LINGO Online: a Serious Game for English Pronunciation. Is it Effective, Why does it Work and How to Establish this?. In T. Bastiaens (Ed.), Proceedings of World Conference on E-Learning (pp. 1939-1946). New Orleans, LA, USA: Association for the Advancement of Computing in Education (AACE).
© 2014 Association for the Advancement of Computing in Education (AACE)
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