摘要
his paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted with 30 fourth-grade students to examine its influence on the aspects of performance, flow, self-regulation, and behavior related to learning. The results demonstrated that the system contributed to enhanced flow experience and better learning self-regulation when compared to using a quiz game system without the support of the application -driven model. In addition, behavior analysis revealed that the component of learning regulation played a critical role. Some implications about the application-driven model and its future development are also discussed.
| 原文 | 英語 |
|---|---|
| 頁(從 - 到) | 70-81 |
| 頁數 | 12 |
| 期刊 | Educational Technology and Society |
| 卷 | 21 |
| 發行號 | 1 |
| 出版狀態 | 已發佈 - 2018 |
ASJC Scopus subject areas
- 教育
- 社會學與政治學
- 一般工程
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