Wen Jia, Austin Pack, Yi Guan, Liping Zhang, Bin Zou
{"title":"游戏学习媒体对英语语境下学术英语词汇学习的影响","authors":"Wen Jia, Austin Pack, Yi Guan, Liping Zhang, Bin Zou","doi":"10.1080/09588221.2023.2276800","DOIUrl":null,"url":null,"abstract":"AbstractDespite the growing interest in game-based learning (GBL) over the last two decades, the influence of Augmented Reality-based GBL on English vocabulary growth is still not well understood when compared with other forms of media, especially with regard to academic English vocabulary. This quasi-experimental study with 90 Chinese English-as-a-foreign-language (EFL) university students investigated the efficacy of GBL supported by three forms of media (paper, digital, and AR) for learners’ academic English vocabulary growth by measuring their immediate recall and long-term retention. The study involved one experimental and two control groups, each learning 17 target words relating to the digestive system by using AR-based GBL (AR-GBL), digital-based GBL (D-GBL), and paper-based GBL (P-GBL) approaches. Participants completed a pretest, an immediate posttest, and two delayed posttests (one and three weeks after the intervention) on these target words. A mixed 3 × 4 repeated measures analysis revealed a quadratic trend in vocabulary growth across all three media-based GBL approaches. AR-GBL’s effect on immediate academic vocabulary learning was superior to D-BGL’s and equivalent to P-GBL’s effect. All approaches exhibited similar declines in delayed retention after one week, with no significant differences. Notably, AR-GBL indicated a marginally significant difference compared to D-GBL in terms of retention at the three-week delayed posttest. These findings underscore the need to capitalize on each approach’s unique benefits as well as spaced learning to optimize EFL academic vocabulary learning.Keywords: Game-based learningaugmented realityinstructional mediaacademic vocabularyEnglish as a Foreign Language Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis research was supported by Jiangsu Education Science 13th Five-Year Plan Fund [Project Ref. No. C-b/2020/01/10], Nanjing Agricultural University Education and Teaching Innovation Fund [Project Ref. No. 2021Y041], and Nanjing Agricultural University College of Foreign Studies Research Fund [Project Ref. No. WY202203].","PeriodicalId":47787,"journal":{"name":"Computer Assisted Language Learning","volume":" 13","pages":"0"},"PeriodicalIF":6.0000,"publicationDate":"2023-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The influence of game-based learning media on academic English vocabulary learning in the EFL context\",\"authors\":\"Wen Jia, Austin Pack, Yi Guan, Liping Zhang, Bin Zou\",\"doi\":\"10.1080/09588221.2023.2276800\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"AbstractDespite the growing interest in game-based learning (GBL) over the last two decades, the influence of Augmented Reality-based GBL on English vocabulary growth is still not well understood when compared with other forms of media, especially with regard to academic English vocabulary. This quasi-experimental study with 90 Chinese English-as-a-foreign-language (EFL) university students investigated the efficacy of GBL supported by three forms of media (paper, digital, and AR) for learners’ academic English vocabulary growth by measuring their immediate recall and long-term retention. The study involved one experimental and two control groups, each learning 17 target words relating to the digestive system by using AR-based GBL (AR-GBL), digital-based GBL (D-GBL), and paper-based GBL (P-GBL) approaches. Participants completed a pretest, an immediate posttest, and two delayed posttests (one and three weeks after the intervention) on these target words. A mixed 3 × 4 repeated measures analysis revealed a quadratic trend in vocabulary growth across all three media-based GBL approaches. AR-GBL’s effect on immediate academic vocabulary learning was superior to D-BGL’s and equivalent to P-GBL’s effect. All approaches exhibited similar declines in delayed retention after one week, with no significant differences. Notably, AR-GBL indicated a marginally significant difference compared to D-GBL in terms of retention at the three-week delayed posttest. These findings underscore the need to capitalize on each approach’s unique benefits as well as spaced learning to optimize EFL academic vocabulary learning.Keywords: Game-based learningaugmented realityinstructional mediaacademic vocabularyEnglish as a Foreign Language Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis research was supported by Jiangsu Education Science 13th Five-Year Plan Fund [Project Ref. No. C-b/2020/01/10], Nanjing Agricultural University Education and Teaching Innovation Fund [Project Ref. No. 2021Y041], and Nanjing Agricultural University College of Foreign Studies Research Fund [Project Ref. 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The influence of game-based learning media on academic English vocabulary learning in the EFL context
AbstractDespite the growing interest in game-based learning (GBL) over the last two decades, the influence of Augmented Reality-based GBL on English vocabulary growth is still not well understood when compared with other forms of media, especially with regard to academic English vocabulary. This quasi-experimental study with 90 Chinese English-as-a-foreign-language (EFL) university students investigated the efficacy of GBL supported by three forms of media (paper, digital, and AR) for learners’ academic English vocabulary growth by measuring their immediate recall and long-term retention. The study involved one experimental and two control groups, each learning 17 target words relating to the digestive system by using AR-based GBL (AR-GBL), digital-based GBL (D-GBL), and paper-based GBL (P-GBL) approaches. Participants completed a pretest, an immediate posttest, and two delayed posttests (one and three weeks after the intervention) on these target words. A mixed 3 × 4 repeated measures analysis revealed a quadratic trend in vocabulary growth across all three media-based GBL approaches. AR-GBL’s effect on immediate academic vocabulary learning was superior to D-BGL’s and equivalent to P-GBL’s effect. All approaches exhibited similar declines in delayed retention after one week, with no significant differences. Notably, AR-GBL indicated a marginally significant difference compared to D-GBL in terms of retention at the three-week delayed posttest. These findings underscore the need to capitalize on each approach’s unique benefits as well as spaced learning to optimize EFL academic vocabulary learning.Keywords: Game-based learningaugmented realityinstructional mediaacademic vocabularyEnglish as a Foreign Language Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis research was supported by Jiangsu Education Science 13th Five-Year Plan Fund [Project Ref. No. C-b/2020/01/10], Nanjing Agricultural University Education and Teaching Innovation Fund [Project Ref. No. 2021Y041], and Nanjing Agricultural University College of Foreign Studies Research Fund [Project Ref. No. WY202203].
期刊介绍:
Computer Assisted Language Learning (CALL) is an intercontinental and interdisciplinary journal which leads the field in its dedication to all matters associated with the use of computers in language learning (L1 and L2), teaching and testing. It provides a forum to discuss the discoveries in the field and to exchange experience and information about existing techniques. The scope of the journal is intentionally wide-ranging and embraces a multitude of disciplines.