Motivation, students' needs and learning outcomes: a hybrid game-based app for enhanced language learning

被引:61
|
作者
Berns, Anke [1 ]
Isla-Montes, Jose-Luis [2 ]
Palomo-Duarte, Manuel [2 ]
Dodero, Juan-Manuel [2 ]
机构
[1] Univ Cadiz, Fac Filosofia & Letras, Dept Filol Francesa & Inglesa, Avda Gomez Ulla S-N, Cadiz 11002, Spain
[2] Univ Cadiz, Escuela Ingn, Dept Ingn Informat, Avda Univ 10, Cadiz 11519, Spain
来源
SPRINGERPLUS | 2016年 / 5卷
关键词
Language learning; Learning needs; Hybrid game-based app; Digital native; Motivation; Sustainability; Smart mobile device; Collaborative learning; Learning; IMPLEMENTATION; ENVIRONMENT; CONTEXT; MALL;
D O I
10.1186/s40064-016-2971-1
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
In the context of European Higher Education students face an increasing focus on independent, individual learning-at the expense of face-to-face interaction. Hence learners are, all too often, not provided with enough opportunities to negotiate in the target language. The current case study aims to address this reality by going beyond conventional approaches to provide students with a hybrid game-based app, combining individual and collaborative learning opportunities. The 4-week study was carried out with 104 German language students (A1.2 CEFR) who had previously been enrolled in a first-semester A1.1 level course at a Spanish university. The VocabTrainerA1 app-designed specifically for this study-harnesses the synergy of combining individual learning tasks and a collaborative murder mystery game in a hybrid level-based architecture. By doing so, the app provides learners with opportunities to apply their language skills to real-life-like communication. The purpose of the study was twofold: on one hand we aimed to measure learner motivation, perceived usefulness and added value of hybrid game-based apps; on the other, we sought to determine their impact on language learning. To this end, we conducted focus group interviews and an anonymous Technology Acceptance Model survey (TAM). In addition, students took a pre-test and a post-test. Scores from both tests were compared with the results obtained in first-semester conventional writing tasks, with a view to measure learning outcomes. The study provides qualitative and quantitative data supporting our initial hypotheses. Our findings suggest that hybrid game-based apps like VocabTrainerA1-which seamlessly combine individual and collaborative learning tasks-motivate learners, stimulate perceived usefulness and added value, and better meet the language learning needs of today's digital natives. In terms of acceptance, outcomes and sustainability, the data indicate that hybrid game-based apps significantly improve proficiency, hence are indeed, effective tools for enhanced language learning.
引用
收藏
页数:23
相关论文
共 50 条
  • [21] Learning Italian as a Second Language in a Sample of Ukrainian Children: A Game-Based Learning Approach
    Frolli, Alessandro
    Cerciello, Francesco
    Esposito, Clara
    Russo, Mariagrazia
    Bisogni, Fabio
    PEDIATRIC REPORTS, 2023, 15 (03): : 502 - 511
  • [22] Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts
    Adipat, Surattana
    Laksana, Kittisak
    Busayanon, Kanrawee
    Ausawasowan, Alongkorn
    Adipat, Boonlit
    INTERNATIONAL JOURNAL OF TECHNOLOGY IN EDUCATION, 2021, 4 (03): : 542 - 552
  • [23] Effect of Digital Game-Based Learning on Student Engagement and Motivation
    Nadeem, Muhammad
    Oroszlanyova, Melinda
    Farag, Wael
    COMPUTERS, 2023, 12 (09)
  • [24] Digital game-based language learning for vocabulary development
    Chowdhury, Mahjabin
    Dixon, L. Quentin
    Kuo, Li-Jen
    Donaldson, Jonan Phillip
    Eslami, Zohreh
    Viruru, Radhika
    Luo, Wen
    COMPUTERS AND EDUCATION OPEN, 2024, 6
  • [25] Game-Based Learning: Analysis of Students' Motivation, Performance, and Drop Out in a Production Engineering Course
    Silva, Elissa Danielle
    Macedo, Marcelo
    Teixeira, Clarissa
    Lanzer, Edgar
    Graziani, Alvaro Paz
    ADVANCES IN HUMAN FACTORS, BUSINESS MANAGEMENT, TRAINING AND EDUCATION, 2017, 498 : 933 - 945
  • [26] The impact of game-based learning (GBL) on students' motivation, engagement and academic performance on an Arabic language grammar course in higher education
    Eltahir, Mohd. Elmagzoub
    Alsalhi, Najeh Rajeh
    Al-Qatawneh, Sami
    AlQudah, Hatem Ahmad
    Jaradat, Mazan
    EDUCATION AND INFORMATION TECHNOLOGIES, 2021, 26 (03) : 3251 - 3278
  • [27] The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education
    Mohd. Elmagzoub Eltahir
    Najeh Rajeh Alsalhi
    Sami Al-Qatawneh
    Hatem Ahmad AlQudah
    Mazan Jaradat
    Education and Information Technologies, 2021, 26 : 3251 - 3278
  • [28] Mobile game-based learning system for a local language
    Soclo, Melvin Inertia
    Ninan, Olufemi Deborah
    Olufokunbi, Karen Cowan
    INTERNATIONAL JOURNAL OF MOBILE LEARNING AND ORGANISATION, 2022, 16 (01) : 52 - 73
  • [29] STUDENTS' MOTIVATION OF LEARNING FOREIGN LANGUAGE
    Kalkiene, Laura
    Virbickaite, Ruta
    NATION AND LANGUAGE: MODERN ASPECTS OF SOCIO-LINGUISTIC DEVELOPMENT, PROCEEDINGS, 2008, : 49 - 53
  • [30] IMPACT OF GAME-BASED LEARNING ON STUDENTS IN HIGHER EDUCATION
    Stefanie Vasquez, M.
    Penafiel, Myriam
    Cevallos, Andres
    Zaldumbide, Juan
    Vasquez, Diego
    9TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES (EDULEARN17), 2017, : 4356 - 4363