Using App to learn Chinese synonym and anonym

Jon Chao Hong, Ming Yueh Hwang, Kai Hsin Tai, Yen Chun Kuo

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

The person-artifact-task (PAT) model conceptualizes the major components for a computer-related activity. According to the PAT model, the process of gameplay can trigger a range of emotional responses including learners' behaviours and learning outcomes. In this study, a Chinese synonym and anonym game designed for Chinese learning. Learners need to use their smartphone or tablet to play the Running Chinese Zodiac App by moving the device left and right to select the correct answer. Participants of this study were 149 9th graders of junior high school. After playing the App, participants have to fulfil the questionnaire which includes internet cognitive failure, flow experience, and cognitive anxiety scales. According to confirmatory analysis, the result shows that internet cognitive failure was positively correlated to cognitive anxiety, but negatively correlated to flow experience. Cognitive anxiety was also negatively correlated to flow experience, and learning outcomes. Besides, flow experience was positively correlated to learning outcomes. The result shows that it is effective to train the learners who have lower internet cognitive failure by using this kind of App game for language learning.

Original languageEnglish
Title of host publicationProceedings of the 10th European Conference on Games Based Learning, ECGBL 2016
EditorsLiz Boyle, Liz Boyle, Thomas M. Connolly, Thomas M. Connolly
PublisherDechema e.V.
Pages285-288
Number of pages4
ISBN (Electronic)9781911218098
Publication statusPublished - 2016 Jan 1
Event10th European Conference on Games Based Learning, ECGBL 2016 - Paisley, United Kingdom
Duration: 2016 Oct 62016 Oct 7

Publication series

NameProceedings of the European Conference on Games-based Learning
Volume2016-January
ISSN (Print)2049-0992

Other

Other10th European Conference on Games Based Learning, ECGBL 2016
CountryUnited Kingdom
CityPaisley
Period16/10/616/10/7

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Keywords

  • Chinese learning
  • Cognitive anxiety
  • Flow experience
  • Internet cognitive failure
  • Mandarin

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Graphics and Computer-Aided Design
  • Computer Networks and Communications
  • Human-Computer Interaction
  • Software
  • Control and Systems Engineering
  • Education

Cite this

Hong, J. C., Hwang, M. Y., Tai, K. H., & Kuo, Y. C. (2016). Using App to learn Chinese synonym and anonym. In L. Boyle, L. Boyle, T. M. Connolly, & T. M. Connolly (Eds.), Proceedings of the 10th European Conference on Games Based Learning, ECGBL 2016 (pp. 285-288). (Proceedings of the European Conference on Games-based Learning; Vol. 2016-January). Dechema e.V..