Literaturnachweis - Detailanzeige
Autor/inn/en | Chen, Zhi-Hong; Chen, Howard Hao-Jan; Dai, Wan-Jhen |
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Titel | Using Narrative-Based Contextual Games to Enhance Language Learning: A Case Study |
Quelle | In: Educational Technology & Society, 21 (2018) 3, S.186-198 (13 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1436-4522 |
Schlagwörter | Second Language Learning; Case Studies; Second Language Instruction; English (Second Language); Vocabulary Development; College Students; Learning Experience; Student Behavior; Teaching Methods; Language Proficiency; Foreign Countries; Goal Orientation; Computer Games; Computer Assisted Instruction; Achievement Tests; Statistical Analysis; Pretests Posttests; Questionnaires; Individual Differences; Taiwan Zweitsprachenerwerb; Case study; Fallstudie; Case Study; Fremdsprachenunterricht; English as second language; English; Second Language; Englisch als Zweitsprache; Wortschatzarbeit; Collegestudent; Lernerfahrung; Student behaviour; Schülerverhalten; Teaching method; Lehrmethode; Unterrichtsmethode; Language skill; Language skills; Sprachkompetenz; Ausland; Zielorientierung; Zielvorstellung; Computer game; Computerspiel; Computerspiele; Computer based training; Computerunterstützter Unterricht; Achievement test; Achievement; Testing; Test; Tests; Leistungsbeurteilung; Leistungsüberprüfung; Leistung; Testdurchführung; Testen; Statistische Analyse; Fragebogen; Individueller Unterschied |
Abstract | This paper describes a narrative-based design framework that organizes three narrative elements (i.e., storyline, character, and quest) to support a contextual game-based environment for language learning. Using this design framework, a PlanetAdventure system was developed to examine its feasibility and its effects on student language learning. A case study with 61 college students who used the game-based system to learn English vocabulary words was conducted. The findings revealed that their learning achievement was enhanced after using the system. The majority of the students favored the game-based learning experience. Based on these data and behavior logs, the students can be sorted into three clusters with different learning patterns. The findings and implications of developing contextual game-based learning environments are also discussed. (As Provided). |
Anmerkungen | International Forum of Educational Technology & Society. Available from: National Sun Yat-sen University. Department of Information Management, 70, Lien-Hai Rd, Kaohsiung, 80424, Taiwan. Web site: http://www.ifets.info |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |