Application-driven educational game to assist young children in learning English vocabulary

Zhi Hong Chen, Shu Yu Lee

Research output: Contribution to journalArticle

2 Citations (Scopus)

Abstract

his 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.

Original languageEnglish
Pages (from-to)70-81
Number of pages12
JournalEducational Technology and Society
Volume21
Issue number1
Publication statusPublished - 2018 Jan 1

Fingerprint

vocabulary
learning
self-regulation
regulation
behavior analysis
quiz
Students
scenario
performance
experience
student

Keywords

  • Application-driven model
  • Children
  • Educational games
  • Vocabulary learning

ASJC Scopus subject areas

  • Education
  • Sociology and Political Science
  • Engineering(all)

Cite this

Application-driven educational game to assist young children in learning English vocabulary. / Chen, Zhi Hong; Lee, Shu Yu.

In: Educational Technology and Society, Vol. 21, No. 1, 01.01.2018, p. 70-81.

Research output: Contribution to journalArticle

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