TY - JOUR
T1 - Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns
AU - Hwang, Gwo Jen
AU - Hsu, Ting Chia
AU - Lai, Chiu Lin
AU - Hsueh, Ching Jung
N1 - Publisher Copyright:
© 2016 Elsevier Ltd
PY - 2017/3/1
Y1 - 2017/3/1
N2 - Scholars have indicated the importance of considering anxiety in language learning. They have also pointed out the potential of integrating learning content into gaming contexts. However, few have explored in-depth the learning processes in game-based learning environments while also taking students' learning anxiety into account. To address this issue, a problem-based English listening game was developed, and 77 ninth graders took part in the study by playing the game. A quasi-experiment was conducted to evaluate students' learning achievement, learning motivation and English anxiety. In addition, progressive sequential analysis was employed to explore the learning behavioral patterns of students with different levels of English anxiety. According to the three learning phases, it was found that the gaming approach benefited the students' learning achievement and motivation. Moreover, the students with higher levels of English anxiety progressively performed more complex learning and gaming behaviors in the gaming context, and had better learning achievement than those with lower levels of anxiety.
AB - Scholars have indicated the importance of considering anxiety in language learning. They have also pointed out the potential of integrating learning content into gaming contexts. However, few have explored in-depth the learning processes in game-based learning environments while also taking students' learning anxiety into account. To address this issue, a problem-based English listening game was developed, and 77 ninth graders took part in the study by playing the game. A quasi-experiment was conducted to evaluate students' learning achievement, learning motivation and English anxiety. In addition, progressive sequential analysis was employed to explore the learning behavioral patterns of students with different levels of English anxiety. According to the three learning phases, it was found that the gaming approach benefited the students' learning achievement and motivation. Moreover, the students with higher levels of English anxiety progressively performed more complex learning and gaming behaviors in the gaming context, and had better learning achievement than those with lower levels of anxiety.
KW - Applications in subject areas
KW - Elementary education
KW - Interactive learning environments
KW - Teaching/learning strategies
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U2 - 10.1016/j.compedu.2016.11.010
DO - 10.1016/j.compedu.2016.11.010
M3 - Article
AN - SCOPUS:85000366300
SN - 0360-1315
VL - 106
SP - 26
EP - 42
JO - Computers and Education
JF - Computers and Education
ER -