Application-Driven Educational Game to Assist Young Children in Learning English Vocabulary
ARTICLE
Zhi-Hong Chen, Shu-Yu Lee
Journal of Educational Technology & Society Volume 21, Number 1, ISSN 1176-3647 e-ISSN 1176-3647
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.
Citation
Chen, Z.H. & Lee, S.Y. (2018). Application-Driven Educational Game to Assist Young Children in Learning English Vocabulary. Journal of Educational Technology & Society, 21(1), 70-81. Retrieved March 28, 2024 from https://www.learntechlib.org/p/190771/.
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Keywords
- Computer Assisted Instruction
- Control Groups
- educational games
- Elementary School Students
- English (Second Language)
- Experimental Groups
- Foreign Countries
- Grade 4
- Instructional Effectiveness
- Likert Scales
- Outcomes of Education
- Pretests Posttests
- Quasiexperimental Design
- second language learning
- Self Control
- Statistical Analysis
- Visualization
- Vocabulary Development
- Young Children