@inproceedings{2993ab2f73ee4d5491fb1d48449fa477,
title = "Using App to learn Chinese synonym and anonym",
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.",
keywords = "Chinese learning, Cognitive anxiety, Flow experience, Internet cognitive failure, Mandarin",
author = "Hong, {Jon Chao} and Hwang, {Ming Yueh} and Tai, {Kai Hsin} and Kuo, {Yen Chun}",
note = "Publisher Copyright: {\textcopyright} The Authors, 2016. All Rights Reserved.; 10th European Conference on Games Based Learning, ECGBL 2016 ; Conference date: 06-10-2016 Through 07-10-2016",
year = "2016",
language = "English",
series = "Proceedings of the European Conference on Games-based Learning",
publisher = "Dechema e.V.",
pages = "285--288",
editor = "Liz Boyle and Liz Boyle and Connolly, {Thomas M.} and Connolly, {Thomas M.}",
booktitle = "Proceedings of the 10th European Conference on Games Based Learning, ECGBL 2016",
}