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...

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Veröffentlicht in:Journal of Educational Technology & Society. - International Forum of Educational Technology & Society. - 21(2018), 1, Seite 70-81
1. Verfasser: Chen, Zhi-Hong (VerfasserIn)
Weitere Verfasser: Lee, Shu-Yu
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2018
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
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520 |a 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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