‘It’s like having a test but in a fun way’

IF 1.2 4区 教育学 Q2 EDUCATION & EDUCATIONAL RESEARCH
L. Courtney, S. Graham
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引用次数: 2

Abstract

Assessment is a central challenge within classroom-based early language learning, where there is a need to employ assessment methods which, as well as being valid and reliable for a range of learners, protect rather than diminish motivation. The motivational properties of digital or serious games within language learning are increasingly recognised in the literature, yet the value of digital game-based assessment (DGBA) remains underexplored. This study used a questionnaire to examine how 3437 young language learners of English, Spanish, German, Italian and French perceived a DGBA tool and the extent to which their perceptions were modulated by age, gender and performance levels on the game. Learners perceived the DGBA tool as fun to play, worth playing again, helpful for telling them about their progress and of moderate difficulty level. Girls were more positive than boys about the game but for all learners levels of positivity were not related to age. There was a significant but weak relationship between positivity and game scores, suggesting that learners liked the game regardless of their attainment levels. The study’s findings are discussed in relation to theories of motivation associated with digital game-based tools and their practical implications for the teaching of early language learners.
“这就像一场考试,只不过是以一种有趣的方式。”
在以课堂为基础的早期语言学习中,评估是一个核心挑战,需要采用对一系列学习者有效和可靠的评估方法,保护而不是削弱动机。数字游戏或严肃游戏在语言学习中的动机属性在文献中得到越来越多的认可,但基于数字游戏的评估(DGBA)的价值仍未得到充分探索。这项研究使用了一份问卷调查,调查了3437名英语、西班牙语、德语、意大利语和法语的年轻语言学习者对DGBA工具的看法,以及他们的看法在多大程度上受到年龄、性别和游戏表现水平的影响。学习者认为DGBA工具玩起来很有趣,值得再玩一遍,有助于告诉他们自己的进展,难度适中。女孩比男孩对游戏更积极,但对所有学习者来说,积极程度与年龄无关。积极性和游戏分数之间存在显著但微弱的关系,这表明学习者喜欢游戏,而不管他们的成就水平如何。研究结果讨论了与基于数字游戏的工具相关的动机理论及其对早期语言学习者教学的实际意义。
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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来源期刊
CiteScore
2.30
自引率
7.70%
发文量
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