English vocabulary learning through gamification with Tic-Tac-Toe in Flippity-Connecto: The prediction of gameplay self-efficacy to anxiety, interest and flow experience

IF 8.1 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Jon-Chao Hong, Tzu-Yu Tai, Fen-Yuan Liang
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引用次数: 0

Abstract

A wide variety of gamification tools are available for language learning; however, few studies have explored the impact of Flippity-Connecto (hereafter referred to as Connecto) on learners' cognitive and affective processes. Connecto, a game similar to Tic-Tac-Toe, was designed to assist students in learning English as a foreign language (EFL). This study utilized the Tic-Tac-Toe mechanism to engage students in competitive English vocabulary learning. Grounded in the achievement emotion model, this research examined the relationships among learning interest, gameplay anxiety and flow experience while students played the game. In a single-group quasi-experimental study, sixth-grade students from an elementary school played the game three times over a period of 3 weeks, followed by the completion of questionnaires. A total of 123 valid questionnaires were collected. Structural equation modelling results revealed that: (1) gameplay self-efficacy negatively predicted gameplay anxiety and positively predicted learning interest and (2) flow experience was negatively predicted by gameplay anxiety and positively predicted by learning interest. The finding that gameplay anxiety can enhance flow experience challenges conventional views, suggesting that anxiety may energize players when facing challenges, akin to being psyched up. These findings provide insights into the complex dynamics of gamified language learning, underscoring the importance of self-efficacy, anxiety management and interest in fostering EFL learning.

Practitioner notes

What is already known about this topic

  • Gamification tools have the potential to enhance vocabulary learning.
  • Games like Tic-Tac-Toe, known for their uncertainty and quick outcomes, contribute to player motivation.
  • Flow, characterized by deep immersion and enjoyment during gameplay in language learning, can be hindered by learner anxiety.

What this paper adds

  • We investigated the relationship between players' self-efficacy, activated positive emotions and deactivated negative emotions during Connecto gameplay, shedding light on the intricate dynamics of gamified language learning.
  • We utilized the achievement emotion model to demonstrate that gameplay self-efficacy correlates negatively with gameplay anxiety and positively with learning interest.
  • The results highlight how gameplay anxiety can enhance flow experience, challenging conventional views and suggesting that it may energize players when facing challenges, akin to being psyched up.

Implications for practice

  • Connecto can be effectively implemented for EFL learners, particularly those demonstrating high levels of gameplay self-efficacy.
  • Designers and developers can create gamification features emphasizing positive emotional aspects like competition to effectively engage players in language vocabulary learning.
  • Leveraging gameplay self-efficacy and managing gameplay anxiety, gamification can become a powerful tool for fostering engagement and improving learning outcomes.

Abstract Image

《Flippity-Connecto》中Tic-Tac-Toe游戏化英语词汇学习:游戏自我效能对焦虑、兴趣和心流体验的预测
各种各样的游戏化工具可用于语言学习;然而,很少有研究探讨了flip -Connecto(以下简称Connecto)对学习者认知和情感过程的影响。Connecto是一款类似于Tic-Tac-Toe的游戏,旨在帮助学生学习英语作为外语。本研究利用井字游戏机制引导学生进行竞争性英语词汇学习。本研究以成就情绪模型为基础,考察了学生在游戏过程中学习兴趣、游戏焦虑和心流体验三者之间的关系。在一项单组准实验研究中,一所小学的六年级学生在三周的时间里玩了三次游戏,然后完成了问卷调查。共回收有效问卷123份。结构方程建模结果显示:(1)游戏玩法自我效能负向预测游戏玩法焦虑,正向预测学习兴趣;(2)游戏玩法焦虑负向预测心流体验,正向预测学习兴趣。游戏焦虑可以增强心流体验,这一发现挑战了传统观点,表明焦虑可以在面对挑战时激励玩家,类似于兴奋。这些发现为游戏化语言学习的复杂动态提供了见解,强调了自我效能感、焦虑管理和兴趣在促进英语学习中的重要性。游戏化工具具有增强词汇学习的潜力。像Tic-Tac-Toe这样以不确定性和快速结果而闻名的游戏能够激发玩家的动机。在语言学习过程中,心流的特点是深度沉浸和享受,这可能会受到学习者焦虑的阻碍。我们调查了玩家在《Connecto》游戏过程中的自我效能感、激活的积极情绪和不激活的消极情绪之间的关系,从而揭示了游戏化语言学习的复杂动态。我们利用成就情绪模型证明了游戏玩法自我效能与游戏玩法焦虑呈负相关,与学习兴趣呈正相关。研究结果强调了游戏焦虑是如何增强心流体验的,挑战了传统观点,并表明当玩家面临挑战时,它可能会激励玩家,就像兴奋一样。Connecto可以有效地应用于英语学习者,特别是那些表现出高水平游戏自我效能的学习者。设计师和开发者可以创造游戏化功能,强调积极的情感方面,如竞争,从而有效地吸引玩家学习语言词汇。利用游戏玩法自我效能感和管理游戏玩法焦虑,游戏化可以成为培养用户粘性和改善学习结果的强大工具。
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来源期刊
British Journal of Educational Technology
British Journal of Educational Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
15.60
自引率
4.50%
发文量
111
期刊介绍: BJET is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. The Journal is published by Wiley on behalf of The British Educational Research Association (BERA). It publishes theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
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