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Autor/inn/en | Hung, Hui-Chun; Young, Shelley Shwu-Ching |
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Titel | An Investigation of Game-Embedded Handheld Devices to Enhance English Learning |
Quelle | In: Journal of Educational Computing Research, 52 (2015) 4, S.548-567 (20 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 0735-6331 |
DOI | 10.1177/0735633115571922 |
Schlagwörter | Educational Games; Handheld Devices; Educational Technology; Video Games; English (Second Language); Second Language Instruction; Elementary School Students; Vocabulary Development; Experimental Groups; Control Groups; Comparative Analysis; Surveys; Interviews; Observation; Telecommunications; Cooperative Learning; Foreign Countries; Interaction; Quasiexperimental Design; Qualitative Research; Statistical Analysis; Questionnaires; Grade 6; Competition; Teamwork; Student Attitudes; Instructional Effectiveness; Taiwan Educational game; Lernspiel; Unterrichtsmedien; Video game; Videospiel; Videospiele; English as second language; English; Second Language; Englisch als Zweitsprache; Fremdsprachenunterricht; Wortschatzarbeit; Survey; Umfrage; Befragung; Interviewing; Interviewtechnik; Beobachtung; Telekommunikationstechnik; Kooperatives Lernen; Ausland; Interaktion; Qualitative Forschung; Statistische Analyse; Fragebogen; School year 06; 6. Schuljahr; Schuljahr 06; Wettkampf; Schülerverhalten; Unterrichtserfolg |
Abstract | This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade elementary students in Northern Taiwan were assigned to the experimental group and the control group and played the game with or without handheld devices. Both quantitative and qualitative data were collected from surveys, interviews, and observations. The results revealed that game-embedded handheld devices could increase the interdependence of the group and lead the learners into better immersion and interactions. We further proposed the cross-device-mediated interaction in the game-embedded face-to-face mobile computer-supported collaborative learning model that could be considered as one of the new literacies in the participatory culture. Six essential elements to develop a successful interactive game-embedded environment were identified from the interplay among the face-to-face environment, handheld devices, and educational game. (As Provided). |
Anmerkungen | SAGE Publications. 2455 Teller Road, Thousand Oaks, CA 91320. Tel: 800-818-7243; Tel: 805-499-9774; Fax: 800-583-2665; e-mail: journals@sagepub.com; Web site: http://sagepub.com |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |