Application-driven Educational Game to Assist Young Children in Learning English Vocabulary
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 lea...
Veröffentlicht in: | Journal of Educational Technology & Society. - International Forum of Educational Technology & Society. - 21(2018), 1, Seite 70-81 |
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Format: | Online-Aufsatz |
Sprache: | English |
Veröffentlicht: |
2018
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Zugriff auf das übergeordnete Werk: | Journal of Educational Technology & Society |
Schlagworte: | Application-driven model Vocabulary learning Educational games Children Behavioral sciences Applied sciences Education Linguistics Information science |
Zusammenfassung: | 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. |
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ISSN: | 14364522 |