Abstract

This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children’s learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted with 30 fourth-grade students to examine its influence on the aspects of performance, flow, self-regulation, and behavior related to learning. The results demonstrated that the system contributed to enhanced flow experience and better learning self-regulation when compared to using a quiz game system without the support of the application-driven model. In addition, behavior analysis revealed that the component of learning regulation played a critical role. Some implications about the application-driven model and its future development are also discussed.

Details

Title
Application-driven Educational Game to Assist Young Children in Learning English Vocabulary
Author
Chen, Zhi-Hong; Shu-Yu, Lee
Pages
70-81
Section
Full Length Articles
Publication year
2018
Publication date
2018
Publisher
International Forum of Educational Technology & Society
ISSN
11763647
e-ISSN
14364522
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2147866024
Copyright
© 2018. This work is published under https://creativecommons.org/licenses/by-nc-nd/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.