Concept Maps as a Content and Language Integrated Learning Facilitator in Digital Gaming Contexts: Triangulated Evidence From Students' Learning Achievements, Perceptions and Behavioural Patterns

IF 4.6 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Shu-Fang Hsieh, Gwo-Jen Hwang
{"title":"Concept Maps as a Content and Language Integrated Learning Facilitator in Digital Gaming Contexts: Triangulated Evidence From Students' Learning Achievements, Perceptions and Behavioural Patterns","authors":"Shu-Fang Hsieh,&nbsp;Gwo-Jen Hwang","doi":"10.1111/jcal.70136","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <h3> Background</h3>\n \n <p>While both Content and Language Integrated Learning (CLIL) and Digital Game-Based Learning (DGBL) are widely recognised as effective methods to enhance bilingual education, their combination often leads to cognitive overload and fragmented learning experiences. In Taiwan's bilingual education context, where integrating English into subject teaching is a national priority, finding effective instructional models remains a critical issue. To address this, the present study introduces the Concept Map-Facilitated Content and Language Integrated Digital Gaming (CM-CLDG) model, aiming to enhance bilingual science learning for elementary students by embedding concept mapping into a digital role-playing game.</p>\n </section>\n \n <section>\n \n <h3> Objective</h3>\n \n <p>Although DGBL has demonstrated potential to increase motivation and engagement, prior studies suggest that without structured guidance, learning outcomes may vary. The CM-CLDG model was designed to scaffold knowledge construction and reduce cognitive overload by integrating concept maps directly into the gaming tasks. This study aims to evaluate the effects of the CM-CLDG approach on students' English and science learning achievements, motivation, flow experience, anxiety and behavioural patterns.</p>\n </section>\n \n <section>\n \n <h3> Method</h3>\n \n <p>A quasi-experimental design was adopted with 78 sixth-grade students from an elementary school in central Taiwan. Participants were divided into the CM-CLDG group and the conventional CLIL gaming (C-CLDG) group. Pre- and posttests, questionnaires, behavioural log analyses and interviews were conducted to collect triangulated data. Learning behaviours were examined using sequential analysis via GSEQ.</p>\n </section>\n \n <section>\n \n <h3> Results and Conclusions</h3>\n \n <p>The CM-CLDG group significantly outperformed the C-CLDG group in both English and science achievements. Although no significant differences were found in motivation or anxiety, the C-CLDG group experienced greater flow. Behavioural analysis revealed that the CM-CLDG group exhibited more reflective, structured and strategic learning patterns. Interview findings supported these results, highlighting better memory retention and self-directed learning in the CM-CLDG group. These findings confirm that concept maps, when embedded in digital gameplay, can enhance bilingual learning outcomes and support more effective learning behaviours in CLIL-based educational games.</p>\n </section>\n </div>","PeriodicalId":48071,"journal":{"name":"Journal of Computer Assisted Learning","volume":"41 6","pages":""},"PeriodicalIF":4.6000,"publicationDate":"2025-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Computer Assisted Learning","FirstCategoryId":"95","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/jcal.70136","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0

Abstract

Background

While both Content and Language Integrated Learning (CLIL) and Digital Game-Based Learning (DGBL) are widely recognised as effective methods to enhance bilingual education, their combination often leads to cognitive overload and fragmented learning experiences. In Taiwan's bilingual education context, where integrating English into subject teaching is a national priority, finding effective instructional models remains a critical issue. To address this, the present study introduces the Concept Map-Facilitated Content and Language Integrated Digital Gaming (CM-CLDG) model, aiming to enhance bilingual science learning for elementary students by embedding concept mapping into a digital role-playing game.

Objective

Although DGBL has demonstrated potential to increase motivation and engagement, prior studies suggest that without structured guidance, learning outcomes may vary. The CM-CLDG model was designed to scaffold knowledge construction and reduce cognitive overload by integrating concept maps directly into the gaming tasks. This study aims to evaluate the effects of the CM-CLDG approach on students' English and science learning achievements, motivation, flow experience, anxiety and behavioural patterns.

Method

A quasi-experimental design was adopted with 78 sixth-grade students from an elementary school in central Taiwan. Participants were divided into the CM-CLDG group and the conventional CLIL gaming (C-CLDG) group. Pre- and posttests, questionnaires, behavioural log analyses and interviews were conducted to collect triangulated data. Learning behaviours were examined using sequential analysis via GSEQ.

Results and Conclusions

The CM-CLDG group significantly outperformed the C-CLDG group in both English and science achievements. Although no significant differences were found in motivation or anxiety, the C-CLDG group experienced greater flow. Behavioural analysis revealed that the CM-CLDG group exhibited more reflective, structured and strategic learning patterns. Interview findings supported these results, highlighting better memory retention and self-directed learning in the CM-CLDG group. These findings confirm that concept maps, when embedded in digital gameplay, can enhance bilingual learning outcomes and support more effective learning behaviours in CLIL-based educational games.

Abstract Image

概念地图在数字游戏环境中作为内容和语言整合学习促进者:来自学生学习成就、认知和行为模式的三角证据
虽然内容和语言整合学习(CLIL)和数字游戏学习(DGBL)被广泛认为是加强双语教育的有效方法,但它们的结合往往会导致认知过载和学习体验的碎片化。在台湾的双语教育背景下,将英语融入学科教学是国家的优先事项,寻找有效的教学模式仍然是一个关键问题。为了解决这个问题,本研究引入了概念地图促进内容和语言集成数字游戏(CM-CLDG)模型,旨在通过将概念地图嵌入到数字角色扮演游戏中来促进小学生的双语科学学习。虽然DGBL已经证明有可能增加动机和参与,但先前的研究表明,如果没有结构化的指导,学习结果可能会有所不同。CM-CLDG模型旨在通过将概念图直接集成到游戏任务中来支撑知识构建并减少认知超载。本研究旨在评估CM-CLDG方法对学生英语和科学学习成绩、动机、心流体验、焦虑和行为模式的影响。方法采用准实验设计,对中部某小学78名六年级学生进行问卷调查。参与者被分为CM-CLDG组和常规CLIL游戏(C-CLDG)组。进行了前后测试、问卷调查、行为日志分析和访谈,以收集三角数据。学习行为通过GSEQ进行序列分析。结果与结论CM-CLDG组在英语和科学成绩上均明显优于C-CLDG组。虽然在动机或焦虑方面没有发现显著差异,但C-CLDG组经历了更大的心流。行为分析显示,CM-CLDG组表现出更多的反思、结构化和战略性学习模式。访谈结果支持了这些结果,强调CM-CLDG组有更好的记忆保持和自主学习。这些发现证实,当概念图嵌入到数字游戏中,可以提高双语学习成果,并支持基于cll的教育游戏中更有效的学习行为。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Journal of Computer Assisted Learning
Journal of Computer Assisted Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
9.70
自引率
6.00%
发文量
116
期刊介绍: The Journal of Computer Assisted Learning is an international peer-reviewed journal which covers the whole range of uses of information and communication technology to support learning and knowledge exchange. It aims to provide a medium for communication among researchers as well as a channel linking researchers, practitioners, and policy makers. JCAL is also a rich source of material for master and PhD students in areas such as educational psychology, the learning sciences, instructional technology, instructional design, collaborative learning, intelligent learning systems, learning analytics, open, distance and networked learning, and educational evaluation and assessment. This is the case for formal (e.g., schools), non-formal (e.g., workplace learning) and informal learning (e.g., museums and libraries) situations and environments. Volumes often include one Special Issue which these provides readers with a broad and in-depth perspective on a specific topic. First published in 1985, JCAL continues to have the aim of making the outcomes of contemporary research and experience accessible. During this period there have been major technological advances offering new opportunities and approaches in the use of a wide range of technologies to support learning and knowledge transfer more generally. There is currently much emphasis on the use of network functionality and the challenges its appropriate uses pose to teachers/tutors working with students locally and at a distance. JCAL welcomes: -Empirical reports, single studies or programmatic series of studies on the use of computers and information technologies in learning and assessment -Critical and original meta-reviews of literature on the use of computers for learning -Empirical studies on the design and development of innovative technology-based systems for learning -Conceptual articles on issues relating to the Aims and Scope
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信