Digital Game-Based Learning for Improving Students' Academic Achievement, Learning Motivation, and Willingness to Communicate in an English Course

Yi-Ting Yeh, Hsiu‐Ting Hung, Yu-Jen Hsu
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引用次数: 17

Abstract

In light of the educational value of digital games that has been widely reported in science and social studies, this research hopes to extend the literature on digital game-based learning (DGBL) to the field of language education by investigating English language learners learning outcomes after playing a technology-enhanced board game (TEBG), featuring the use of quick response codes to connect physical board gaming pieces and digital content. To this end, a one-factor posttest-only experiment involving two groups of university students was carried out in a period of three weeks. The results indicated that the proposed DGBL approach, along with the supporting materials in the form of TEBG, was effective for promoting the students English learning performance, English learning motivation, and willingness to communicate in English. Briefly, this study supports the idea that applying a DGBL approach in English classrooms can generate favorable student learning outcomes.
数字游戏学习在英语课程中提高学生学习成绩、学习动机和交流意愿
鉴于数字游戏的教育价值已在科学和社会研究中得到广泛报道,本研究希望通过调查英语学习者在玩技术增强型棋盘游戏(TEBG)后的学习结果,将数字游戏学习(DGBL)的文献扩展到语言教育领域。TEBG的特点是使用快速响应代码将物理棋盘游戏片段与数字内容连接起来。为此,我们对两组大学生进行了为期三周的单因素后测实验。结果表明,DGBL方法和TEBG形式的辅助材料对于提高学生的英语学习成绩、英语学习动机和英语交流意愿是有效的。简而言之,本研究支持在英语课堂中应用DGBL方法可以产生良好的学生学习效果的观点。
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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