TY - GEN
T1 - How learners of different learning styles collaborate in a mobile-assisted Chinese character game based on flexible grouping
AU - Wong, Lung Hsiang
AU - Hsu, Ting Chia
AU - Boticki, Ivica
N1 - Funding Information:
This project was funded by the Office of Education Research, National Institute of Education, Nanyang Technological University, Singapore (project ID: OER 16/10 WLH). We would like to thank Jizhen Sun, Yanqiu Li and Yancy Toh for their contribution to the project.
PY - 2016
Y1 - 2016
N2 - To assist young learners of Chinese Language in developing general orthographic awareness (i.e., the knowledge of Chinese character structures), a novel mobile game-based learning intervention was designed. In playing the "Chinese-PP" game in a 1:1 (one-device-per-pupil) setting, each of the 31 participating 9-year-old pupils was assigned a Chinese character component in her smartphone. A pupil may make use of her own and peers' character components to form a legitimate Chinese character, and invite the peers with matching components to join her group, resulting in rapid social negotiation. In this paper, the students' collaborative learning processes in three game sessions are analyzed. The relationships between pupils with varied learning styles and their game behaviors and learning gains are unveiled. Through the intervention that stimulates active peer coaching and social learning, we discover that all the pupils (regardless of their learning styles) became active learning participants and achieved high learning gains towards the last game session.
AB - To assist young learners of Chinese Language in developing general orthographic awareness (i.e., the knowledge of Chinese character structures), a novel mobile game-based learning intervention was designed. In playing the "Chinese-PP" game in a 1:1 (one-device-per-pupil) setting, each of the 31 participating 9-year-old pupils was assigned a Chinese character component in her smartphone. A pupil may make use of her own and peers' character components to form a legitimate Chinese character, and invite the peers with matching components to join her group, resulting in rapid social negotiation. In this paper, the students' collaborative learning processes in three game sessions are analyzed. The relationships between pupils with varied learning styles and their game behaviors and learning gains are unveiled. Through the intervention that stimulates active peer coaching and social learning, we discover that all the pupils (regardless of their learning styles) became active learning participants and achieved high learning gains towards the last game session.
KW - Game-based learning
KW - Learning of Chinese characters
KW - Learning styles
KW - Mobile computer-supported collaborative learning (mCSCL)
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M3 - Conference contribution
AN - SCOPUS:85018995382
T3 - ICCE 2016 - 24th International Conference on Computers in Education: Think Global Act Local - Main Conference Proceedings
SP - 454
EP - 463
BT - ICCE 2016 - 24th International Conference on Computers in Education
A2 - Wong, Su Luan
A2 - Barrera, Alba Garcia
A2 - Mitsuhara, Hiroyuki
A2 - Biswas, Gautam
A2 - Jia, Jiyou
A2 - Yang, Jie-Chi
A2 - Banawan, Michelle P.
A2 - Demirbilek, Muhammet
A2 - Gaydos, Matthew
A2 - Lin, Chui-Pin
A2 - Shon, Jin Gon
A2 - Iyer, Sridhar
A2 - Gulz, Agneta
A2 - Holden, Chris
A2 - Kessler, Greg
A2 - Rodrigo, Ma. Mercedes T.
A2 - Sengupta, Pratim
A2 - Taalas, Peppi
A2 - Chen, Weiqin
A2 - Murthy, Sahana
A2 - Kim, Beaumie
A2 - Ochoa, Xavier
A2 - Sun, Daner
A2 - Baloian, Nelson
A2 - Hoel, Tore
A2 - Hoppe, Ulrich
A2 - Hsu, Ting-Chia
A2 - Kukulska-Hulme, Agnes
A2 - Chu, Hui-Chun
A2 - Gu, Xiaoqing
A2 - Chen, Weiqin
A2 - Huang, Jun Song
A2 - Jan, Ming-Fong
A2 - Wong, Lung-Hsiang
A2 - Yin, Chengjiu
PB - Asia-Pacific Society for Computers in Education
T2 - 24th International Conference on Computers in Education, ICCE 2016
Y2 - 28 November 2016 through 2 December 2016
ER -