Effectiveness of Digital Game-Based Learning on Academic Achievement in an English Grammar Lesson Among Chinese Secondary School Students

Xingxing Xie, Hongxi Huang
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Abstract

Previous studies have proven that the widespread implementation of digital game-based learning (DGBL) in educational practice can be potentially beneficial. To date, however, far too scant attention has been paid to its efficacy in English grammar learning in China. Therefore, the principal objective of this study was to examine the effectiveness of DGBL on Chinese secondary school students’ academic performance in English Grammar study. This research adopted a quasi-experimental design, and the samples consisted of 98 students from two first-grade classes at a public high school in Guangzhou. They were divided into an experimental group (n=49) and a control group (n=49), which received the DGBL and non-DGBL methods, respectively. As a formative assessment approach in the lecture, this research utilized Wordwall.net, a unique digital game-based online assessment instrument. The quantitative data was collected and compared in both groups. The results revealed significant statistical differences between the two groups, suggesting that DGBL was an efficacious tool for enhancing Chinese high school students’ academic performance in grammar learning. The presented findings can contribute to the further development of DGBL and provide instructional implications for grammar learning.
数字游戏学习对中国中学生英语语法课学习成绩的影响
先前的研究已经证明,在教育实践中广泛实施基于数字游戏的学习(DGBL)可能是有益的。然而,到目前为止,它在中国英语语法学习中的作用还很少受到关注。因此,本研究的主要目的是考察DGBL对中国中学生英语语法学习成绩的影响。本研究采用准实验设计,样本为广州市某公立高中两个一年级班级的98名学生。将患者分为实验组(n=49)和对照组(n=49),分别采用DGBL和非DGBL方法。本研究利用Wordwall.net这一独特的数位游戏线上评估工具,作为讲座中的形成性评估方法。收集两组患者的定量数据并进行比较。结果显示两组之间存在显著的统计学差异,表明DGBL是提高中国高中生语法学习成绩的有效工具。本研究结果有助于DGBL的进一步发展,并为语法学习提供指导意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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