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.
引用
下载
收藏
页数:23
相关论文
共 50 条
  • [21] External Automatic Defibrillator Game-based Learning App
    Vargas Orjuela, Mario Andres
    Uribe-Quevedo, Alvaro
    Jaimes, Norman
    Perez-Gutierrez, Byron
    2015 IEEE GAMES ENTERTAINMENT MEDIA CONFERENCE (GEM), 2015,
  • [22] A game-based approach for learning a programming language
    Javier Astudillo, Gustavo
    Gabriela Bast, Silvia
    Adolfo Willging, Pedro
    VIRTUALIDAD EDUCACION Y CIENCIA, 2016, 7 (12): : 125 - 142
  • [23] Game-based Learning Increase Japanese Language Learning through Video Game
    Udjaja, Yogi
    Suri, Puti Andam
    Gunawan, Ricky Satria
    Hartanto, Felix
    INTERNATIONAL JOURNAL OF ADVANCED COMPUTER SCIENCE AND APPLICATIONS, 2022, 13 (02) : 577 - 582
  • [24] The Students' Perceptions of Digital Game-Based Learning
    Camilleri, Mark Anthony
    Camilleri, Adriana Caterina
    PROCEEDINGS OF THE 11TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2017), 2017, : 56 - 62
  • [25] Mobile game-based learning in secondary education: Students' immersion, game activities, team performance and learning outcomes
    Huizenga, Jantina
    Admiraal, Wilfried
    ten Dam, Geert
    Voogt, Joke
    COMPUTERS IN HUMAN BEHAVIOR, 2019, 99 (137-143) : 137 - 143
  • [26] Empirical Study on the Effect of Digital Game-Based Instruction on Students' Learning Motivation and Achievement
    Chen, Yen-Chun
    EURASIA JOURNAL OF MATHEMATICS SCIENCE AND TECHNOLOGY EDUCATION, 2017, 13 (07) : 3177 - 3187
  • [27] Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes
    Woo, Jeng-Chung
    EDUCATIONAL TECHNOLOGY & SOCIETY, 2014, 17 (03): : 291 - 307
  • [28] Digital Game-Based Learning for Improving Students' Academic Achievement, Learning Motivation, and Willingness to Communicate in an English Course
    Yeh, Yi-Ting
    Hung, Hsiu-Ting
    Hsu, Yu-Jen
    2017 6TH IIAI INTERNATIONAL CONGRESS ON ADVANCED APPLIED INFORMATICS (IIAI-AAI), 2017, : 560 - 563
  • [29] Mobile game-based learning with a mobile app: Motivational effects and learning performance
    Huang Y.-L.
    Chang D.-F.
    Wu B.
    Journal of Advanced Computational Intelligence and Intelligent Informatics, 2017, 21 (06) : 963 - 970
  • [30] Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics
    Chun-Ming Hung
    Iwen Huang
    Gwo-Jen Hwang
    Journal of Computers in Education, 2014, 1 (2-3) : 151 - 166