Enhancing English Proficiency in Korean Schoolchildren with Problematic Behaviors: Efficacy of Digital Game-Based Learning.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Jeong Soo Kim, Soo Young Kim, Sungah Chung, Sun Mi Kim, Doug Hyun Han
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引用次数: 0

Abstract

Objective: Language learning through computer games has been suggested to enhance language abilities compared with traditional learning methods. Training in language skills may also improve self-control and reduce problematic behaviors in children and adolescents. We hypothesized that computer game-based language training could be more effective than classical language instruction. Furthermore, we propose that the enhanced language skills obtained through computer game language training could correspond with improvements in problematic behaviors within this group. Materials and Methods: This was an 8-week crossover trial consisting of 4 weeks of gaming rounds and 4 weeks of control rounds for two groups. Wise-Ax English is a casual digital game developed for English vocabulary education targeting Korean children. The game incorporates 500 English words selected from a pool designated by the Korean Ministry of Education. The study included 38 Korean students. At the 4-week and 8-week marks, all students were assessed with English competency tests. Results: Over 80% of the participants expressed satisfaction with the digital game-based English education, noting significant improvements in their English abilities compared with those achieved using traditional English classes. During the gaming rounds, children with problematic behaviors demonstrated improvement in test scores relative to their peers without such behaviors. Conclusion: The educational game Wise-Ax English can effectively enhance English language skills among Korean elementary school students. Notably, the effectiveness of Wise-Ax English was more pronounced in students exhibiting higher levels of problematic behavior and anxiety.

提高有问题行为的韩国学童的英语水平:基于数字游戏的学习效果。
目的:有研究表明,与传统的学习方法相比,通过电脑游戏学习语言可以提高语言能力。语言技能培训还能提高儿童和青少年的自我控制能力,减少问题行为。我们假设,基于电脑游戏的语言培训可能比传统的语言教学更有效。此外,我们还提出,通过电脑游戏语言培训提高的语言技能可以改善该群体的问题行为。材料与方法:这是一项为期 8 周的交叉试验,包括两组各 4 周的游戏轮次和 4 周的对照轮次。Wise-Ax English 是一款针对韩国儿童开发的英语词汇教育休闲数码游戏。游戏中包含从韩国教育部指定的词库中选出的 500 个英语单词。这项研究包括 38 名韩国学生。在游戏进行 4 周和 8 周时,所有学生都接受了英语能力测试。结果显示超过 80% 的参与者对基于数字游戏的英语教育表示满意,并指出与传统英语课程相比,他们的英语能力有了显著提高。在一轮游戏过程中,有问题行为的儿童与没有问题行为的同龄人相比,考试成绩有所提高。结论教育游戏 Wise-Ax English 能有效提高韩国小学生的英语语言技能。值得注意的是,Wise-Ax 英语对问题行为和焦虑程度较高的学生的效果更为明显。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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