The DOI matches its Crossref record; 2 of the 2 references it cites were found in a registry or an index.
Evaluating listening and speaking skills in a mobile game-based learning environment with situational contexts
Abstract
Game-based learning activities that facilitate students' listening and speaking skills were designed in this study. To participate in learning activities, students in the control group used traditional methods, while students in the experimental group used a mobile system. In our study, we looked into the feasibility of mobile game-based learning activities. One experiment was carried out and the results revealed that the experimental-group students significantly outperformed the control-group students on the verbal post-test. However, the performance of the two groups was equal on the listening post-test. Two variables (the average score for the interactive jigsaw game and the number of designed cards) were found to be the most important factors for influencing students' performance in the verbal post-test. Furthermore, most students had positive perceptions toward learning activities that are supported by a mobile system. These results suggest that game-based learning activities can significantly improve students' speaking skills if driven by a mobile system. Furthermore, these results suggest that learning activities with a mobile system foster students to (1) practice speaking English as a foreign language (EFL) more frequently as well as to reflect on their speech; (2) create meaningful sentences and speak with greater accuracy and confidence; and (3) practice speaking EFL in an authentic context.
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Cites
Motivational Design for Learning and Performance: The ARCS Model Approach
Keller, J. M. (2010) · doi:10.1007/978-1-4419-1250-3 · Cited by 1,113
Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming
THORNE, S. L., BLACK, R. W., & SYKES, J. M. (2009) · The Modern Language Journal · doi:10.1111/j.1540-4781.2009.00974.x · Cited by 516
Cited by
Mobile collaborative language learning: State of the art
Kukulska‐Hulme, A., & Viberg, O. (2018) · British Journal of Educational Technology · doi:10.1111/bjet.12580 · Cited by 382
A scoping review of research on digital game-based language learning
Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.07.001 · Cited by 319
Acquah, E. O., & Katz, H. T. (2020) · Computers & Education · doi:10.1016/j.compedu.2019.103667 · Cited by 280
A Scoping Review of Digital Game-Based Technology on English Language Learning
Xu, Z., Chen, Z., Eutsler, L., Geng, Z., & Kogut, A. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-019-09702-2 · Cited by 162
A Review of Gamification Impact on Student Behavioural and Learning Outcomes
Nurtanto, M., Kholifah, N., Ahdhianto, E., Samsudin, A., & Isnantyo, F. D. (2021) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v15i21.24381 · Cited by 59
Metadata
- Authors
- Hwang, W.-Y., Shih, T. K., Ma, Z.-H., Shadiev, R., & Chen, S.-Y.
- Venue
- Computer Assisted Language Learning
- Publisher
- Informa UK Limited
- Published
- 2015-02-27
- Volume
- 29
- Issue
- 4
- Pages
- 639-657
- ISSN
- 0958-8221 (ISSN-L)
- 1744-3210
- OpenAlex
- W2003502612
- Cited by
- 196
- References
- 2
- FWCI
- 25.23
- Type
- journal article
- Language
- en
- Open access
- closed
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- Hwang, W.-Y., Shih, T. K., Ma, Z.-H., Shadiev, R., & Chen, S.-Y. (2016). Evaluating listening and speaking skills in a mobile game-based learning environment with situational contexts. Computer Assisted Language Learning. https://doi.org/10.1080/09588221.2015.1016438
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