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...
Saved in:
Published in | Educational Technology & Society Vol. 21; no. 1; pp. 70 - 81 |
---|---|
Main Authors | , |
Format | Journal Article |
Language | English |
Published |
Palmerston North
International Forum of Educational Technology & Society
01.01.2018
National Taiwan Normal University International Forum of Educational Technology & Society |
Subjects | |
Online Access | Get full text |
ISSN | 1176-3647 1436-4522 1436-4522 |
Cover
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 |