Play games or study? Computer games in eBooks to learn English vocabulary

被引:67
作者
Smith, Glenn Gordon [1 ]
Li, Mimi [1 ]
Drobisz, Jack [1 ]
Park, Ho-Ryong [2 ]
Kim, Deoksoon [1 ]
Smith, Stanley Dana [3 ]
机构
[1] Univ S Florida, Tampa, FL 33620 USA
[2] Murray State Univ, Murray, KY 42071 USA
[3] Hawaii Pacific Univ, Honolulu, HI 96813 USA
关键词
English as a foreign language; Computer games; eBooks; Instructional design; Vocabulary; READING-COMPREHENSION; PERCEPTIONS; GLOSSES; EFL; CONSTRAINTS; ACQUISITION; COMPLEXITY; STUDENTS; DESIGN; IMPACT;
D O I
10.1016/j.compedu.2013.07.015
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
This study investigated how Chinese undergraduate college students studying English as a foreign language learned new vocabulary with inference-based computer games embedded in eBooks. The investigators specifically examined (a) the effectiveness of computer games (using inferencing) in eBooks, compared with hardcopy booklets for vocabulary retention, and (b) the relationship between students' performance on computer games and performance on a vocabulary test. A database recorded students' game playing behaviors in the log file. Students were pre- and post-tested on new vocabulary words with the Vocabulary Knowledge Scale. Participants learned significantly more vocabulary (p < .0005) in the computer game condition (web-based text and computer games) than in the control condition (their usual study method, hardcopy text, lists of words and multiple-choice questions). Students' scores in the games correlated significantly with their vocabulary post-test scores (r = .515, p < .01). (C) 2013 Elsevier Ltd. All rights reserved.
引用
收藏
页码:274 / 286
页数:13
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