Content area

Abstract

The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning system to achieve instructional goals. However, in traditional teaching systems, computer agents are designed to perform a single role, such as a teacher or a student. Computer agents with a single interactive logic often lack the functionality required to understand students’ conditions and needs from various perspectives, and cannot adapt for better learning support. Therefore, this study proposed an adaptive role-switching strategy that allows computer agents to adjust their roles and functions according to students' needs in digital games to promote their learning achievement. An adaptive computer agent-based digital game was developed to investigate the impact of this model on English vocabulary learning achievement, motivation, self-efficacy, and English anxiety among EFL (English as Foreign Language) students. A quasi-experiment was designed and 56 middle school students in four classes were recruited. Two classes (n = 30) were arranged to be the experimental group which used an adaptive computer agent-based digital game (adaptive computer agent-based digital game, ACA-DG), while two classes (n = 26) were arranged to be the control group which used the conventional computer agent-based digital game (conventional computer agent-based digital game, CCA-DG). The results showed that students in the experimental group had significantly higher learning achievement and self-efficacy than those in the control group. On the other hand, students in the experimental group had significantly lower English anxiety than those in the control group. There was no significant difference between the two groups regarding learning motivation.

Details

Title
Effects of an adaptive computer agent-based digital game on EFL students’ English learning outcomes
Volume
72
Issue
6
Pages
3271-3294
Publication year
2024
Publication date
Dec 2024
Publisher
Springer Nature B.V.
Place of publication
New York
Country of publication
Netherlands
ISSN
10421629
e-ISSN
1556-6501
Source type
Scholarly Journal
Language of publication
English
Document type
Journal Article
Publication history
 
 
Online publication date
2024-06-18
Milestone dates
2024-06-12 (Registration); 2024-06-08 (Accepted)
Publication history
 
 
   First posting date
18 Jun 2024
ProQuest document ID
3141262187
Document URL
https://www.proquest.com/scholarly-journals/effects-adaptive-computer-agent-based-digital/docview/3141262187/se-2?accountid=208611
Copyright
Copyright Springer Nature B.V. Dec 2024
Last updated
2024-12-06
Database
2 databases
  • Education Research Index
  • ProQuest One Academic