Application-driven Educational Game to Assist Young Children in Learning English Vocabulary

This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learnin...

Full description

Saved in:
Bibliographic Details
Published inEducational Technology & Society Vol. 21; no. 1; pp. 70 - 81
Main Authors Chen, Zhi-Hong, Lee, Shu-Yu
Format Journal Article
LanguageEnglish
Published Palmerston North International Forum of Educational Technology & Society 01.01.2018
National Taiwan Normal University
International Forum of Educational Technology & Society
Subjects
Online AccessGet full text
ISSN1176-3647
1436-4522
1436-4522

Cover

More Information
Summary:This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted with 30 fourth-grade students to examine its influence on the aspects of performance, flow, self-regulation, and behavior related to learning. The results demonstrated that the system contributed to enhanced flow experience and better learning self-regulation when compared to using a quiz game system without the support of the application-driven model. In addition, behavior analysis revealed that the component of learning regulation played a critical role. Some implications about the application-driven model and its future development are also discussed.
Bibliography:ObjectType-Article-1
SourceType-Scholarly Journals-1
ObjectType-Feature-2
content type line 14
ISSN:1176-3647
1436-4522
1436-4522