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

被引:57
|
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.
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页数:23
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