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Autor/inn/en | Chen, Hao-Jan Howard; Hsu, Hsiao-Ling; Chen, Zhi-Hong; Todd, Andrew G. |
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Titel | Investigating the Impact of Integrating Vocabulary Exercises into an Adventure Video Game on Second Vocabulary Learning |
Quelle | In: Journal of Educational Computing Research, 59 (2021) 2, S.318-341 (24 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Hsu, Hsiao-Ling) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 0735-6331 |
DOI | 10.1177/0735633120963750 |
Schlagwörter | Vocabulary Development; Second Language Learning; Second Language Instruction; English (Second Language); Instructional Effectiveness; Game Based Learning; Video Games; Computer Games; Linguistic Input; Performance Factors; Retention (Psychology); Student Attitudes; College Freshmen; Late Adolescents; Private Colleges; Foreign Countries; Taiwan Wortschatzarbeit; Zweitsprachenerwerb; Fremdsprachenunterricht; English as second language; English; Second Language; Englisch als Zweitsprache; Unterrichtserfolg; Video game; Videospiel; Videospiele; Computer game; Computerspiel; Computerspiele; Sprachbildung; Leistungsindikator; Merkfähigkeit; Schülerverhalten; Studienanfänger; Halbstarker; Privathochschule; Ausland |
Abstract | Many studies have found that computer video games can offer a facilitative vocabulary learning environment. Among different types of computer games, adventure games have received much attention because of their rich input and immersive learning environment. However, some researchers have indicated that because of the characters' fast-talking speed and many new vocabulary, more lexical supports should be provided in the games. This study thus developed an adventure game with two versions. One version was an adventure game and the other was the same game supported with vocabulary exercises. Two classes were randomly assigned to play two versions of the game and to take a pre-test, post-test, and delayed post-test. A survey was also conducted to investigate the participants' perceptions. The results showed that both groups acquired new words, but the experimental group performed significantly better in both the immediate and delayed post-tests. These findings indicated that the adventure game alone can help participants acquire new words. However, the inclusion of word-focused exercises further helped learners retain more new words. Thus, it is suggested that game developers can incorporate word-focused exercises into video games. The additional exercise can allow learners to benefit from both implicit and explicit vocabulary learning. (As Provided). |
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Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |