Digital game-based language learning for vocabulary development

被引:7
作者
Chowdhury, Mahjabin [1 ]
Dixon, L. Quentin [2 ]
Kuo, Li-Jen [2 ]
Donaldson, Jonan Phillip [1 ]
Eslami, Zohreh [3 ]
Viruru, Radhika [4 ]
Luo, Wen [5 ]
机构
[1] Texas A&M Univ, Ctr Teaching Excellence, College Stn, TX 77843 USA
[2] Texas A&M Univ, Literacy Educ, College Stn, TX USA
[3] Texas A&M Univ, ESL Educ, College Stn, TX USA
[4] Texas A&M Univ, Teaching Learning & Culture, College Stn, TX USA
[5] Texas A&M Univ, Educ Psychol, College Stn, TX USA
来源
COMPUTERS AND EDUCATION OPEN | 2024年 / 6卷
关键词
Games; Elementary education; Collaborative learning; Pedagogical issues; Distance education and online learning; LITERACY; KAPPA;
D O I
10.1016/j.caeo.2024.100160
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Current literature suggests that one of the impressive benefits of digital game-based language learning is its potential to create engaging vocabulary learning experiences. However, this literature is dominated by gameplay approaches, rather than game-making approaches. Drawing upon constructivist, motivation, dual-coding, and constructionist theories, this study examined elementary English language learners' vocabulary learning experiences in a game-based learning context and investigated their experience as they built their own games based on their understanding of different non-fiction texts. This mixed-methods case study involved novel use of network analysis to examine student learning, investigate the relationships between various aspects of learner experiences, and evaluate the strengths and weaknesses of the program. Findings indicated that a complex set of interdependencies between enactments of theoretical principles including generativity, agency, tinkering, intrinsic motivation, and contextualized learning lead to enjoyment and powerful language learning experiences. Design principles for future digital game-based language learning include optimizing visual aspects, spending more time on technical skill development, increasing learner agency, and focusing more on generative and joyful learning experiences.
引用
收藏
页数:13
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