Sequential Behavior Analysis of Interdisciplinary Activities in Computational Thinking and EFL Learning With Game-Based Learning

Ting Chia Hsu, Ching Chang*, Yi Sian Liang

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

5 Citations (Scopus)

Abstract

The study explores the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment is conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL achievement in an elementary school English as a foreign language (EFL) learning context. A total of 52 Grade 3 students take part in the experiment, of whom 28 are assigned to the experimental group learned with a machine educational robot (machine-ER) board game and 24 are assigned to the control group learned with a character educational robot (character-ER) board game. Results indicate that both groups made significant improvements in learning achievement: 1) in English-language achievement of learning vocabulary and sentence patterns; and 2) in CT concepts, although the machine-ER board game produces a greater increase than the character-ER board game in both language learning achievement and CT knowledge, their learning anxieties are also lower than those of the control group. The analysis of behavioral patterns also reveals that students playing the machine-ER board game demonstrate better language-learning interaction, whereas the students playing character-ER board game present greater CT development in finding solutions.

Original languageEnglish
Pages (from-to)256-265
Number of pages10
JournalIEEE Transactions on Learning Technologies
Volume16
Issue number2
DOIs
Publication statusPublished - 2023 Apr 1

Keywords

  • Collaborative learning tools
  • design of activities
  • educational games
  • interdisciplinary practices
  • mobile and personal devices

ASJC Scopus subject areas

  • Education
  • General Engineering
  • Computer Science Applications

Fingerprint

Dive into the research topics of 'Sequential Behavior Analysis of Interdisciplinary Activities in Computational Thinking and EFL Learning With Game-Based Learning'. Together they form a unique fingerprint.

Cite this