Using digital board games for genuine communication in EFL classrooms

被引:36
|
作者
Wu, Chia-Jung [1 ]
Chen, Gwo-Dong [1 ]
Huang, Chi-Wen [1 ]
机构
[1] Natl Cent Univ, Jhongli 32001, Taoyuan County, Taiwan
关键词
EFL; Board games; Digital learning playground; Simulations in language teaching;
D O I
10.1007/s11423-013-9329-y
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the environment. This study examines the use of digital board game language learning set in a task-collaborative platform, digital learning playground, designed for classroom learning. This study investigates whether communicative skills and intrinsic motivation could be improved by seeing relevant context and receiving adequate practice through gaming. Ninety-six high school Taiwanese students (n = 96), who were randomly assigned to an ordinary instruction group, a board game language-learning group, or a digital board game language-learning group, engaged in a 50-min English class. Analysis of covariance was used for comparing learning performance through a speaking test between the three groups. A modified intrinsic motivation inventory was conducted to assess learners' perceptions of learning experience and an interview was held for details. The quantitative data presents a higher learning performance for the instruction set at digital learning playground. The qualitative data confirms computerized simulation adapted from board game entails context-relevant immersion, encouraging communication and efficient game instruction management for EFL language learning.
引用
收藏
页码:209 / 226
页数:18
相关论文
共 50 条
  • [1] Using digital board games for genuine communication in EFL classrooms
    Chia-Jung Wu
    Gwo-Dong Chen
    Chi-Wen Huang
    [J]. Educational Technology Research and Development, 2014, 62 : 209 - 226
  • [2] Digital Learning in EFL Classrooms
    Akyuz, Serhat
    Yavuz, Fatih
    [J]. 7TH WORLD CONFERENCE ON EDUCATIONAL SCIENCES, 2015, 197 : 766 - 769
  • [3] Feeling alienated - teachers using immersive digital games in classrooms
    Stieler-Hunt, Colleen J.
    Jones, Christian M.
    [J]. TECHNOLOGY PEDAGOGY AND EDUCATION, 2017, 26 (04) : 457 - 470
  • [4] Using Digital Games for Enhancing EFL Grammar and Vocabulary in Higher Education
    Castillo-Cuesta, Luz
    [J]. INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2020, 15 (20): : 116 - 129
  • [5] Introducing Coding through Tabletop Board Games and Their Digital Instantiations across Elementary Classrooms and School Libraries
    Lee, Victor R.
    Poole, Frederick
    Clarke-Midura, Jody
    Recker, Mimi
    Rasmussen, Melissa
    [J]. SIGCSE 2020: PROCEEDINGS OF THE 51ST ACM TECHNICAL SYMPOSIUM ON COMPUTER SCIENCE EDUCATION, 2020, : 787 - 793
  • [6] Communication Challenges in Social Board Games
    Crabb, Michael
    Heron, Michael
    [J]. SIMULATION & GAMING, 2023, 54 (05) : 489 - 507
  • [7] Board games for teaching English prosody to advanced EFL learners
    Lodzikowski, Kacper
    Jekiel, Mateusz
    [J]. ELT JOURNAL, 2019, 73 (03) : 275 - 285
  • [8] Digital games in Catalan classrooms: Teachers point of view
    Eguia Gomez, Jose Luis
    Contreras Espinosa, Ruth S.
    Solano Albajes, Lluis
    [J]. PROCEEDINGS OF THE 2013 8TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2013), 2013,
  • [9] Utilizing communication strategies to enhance reflective learning in Ethiopian EFL classrooms
    Haile, Kefyalew Woreta
    Olamo, Taye Gebremariam
    Yemiru, Mesfine Abera
    [J]. HELIYON, 2024, 10 (13)
  • [10] The Barriers to Using Video Games in Classrooms
    Alqurashi, Mohammed
    Alqurashi, Raghda
    [J]. PROCEEDINGS 2017 INTERNATIONAL CONFERENCE ON COMPUTATIONAL SCIENCE AND COMPUTATIONAL INTELLIGENCE (CSCI), 2017, : 1097 - 1101