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Application-driven Educational Game to Assist Young Children in Learning English Vocabulary.
- Source :
- Educational Technology & Society; Jan2018, Vol. 21 Issue 1, p70-81, 12p
- Publication Year :
- 2018
-
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. [ABSTRACT FROM AUTHOR]
- Subjects :
- EDUCATIONAL games
VOCABULARY
EDUCATIONAL planning
CHILDREN
Subjects
Details
- Language :
- English
- ISSN :
- 11763647
- Volume :
- 21
- Issue :
- 1
- Database :
- Complementary Index
- Journal :
- Educational Technology & Society
- Publication Type :
- Academic Journal
- Accession number :
- 127424780