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通过数字游戏学习第二语言的主观体验与认知:以中国大学生为例的个案研究

Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students.

作者信息

Xiao Xian, He Gaoda

机构信息

School of Foreign Languages, Guangzhou Maritime University, Guangzhou, China.

School of Foreign Languages, Guangdong Baiyun University, Guangzhou, China.

出版信息

Front Psychol. 2023 Jan 9;13:1109370. doi: 10.3389/fpsyg.2022.1109370. eCollection 2022.

Abstract

Recent years have seen a rapid proliferation of game-based learning applied in language classes. Second language teaching and learning are being inspired by the increasingly mature game-based learning technology. Currently, educational games are regarded as a new technology with great potential. The game-based promotion of oral English has also become one of the research hotspots. This research carried out an empirical study on the subjective experiences and perceptions of using game-based second language learning to cultivate the oral English of Chinese college students. By using Unity 3D technology, "Digital Game-Virtual College" game software was developed for Chinese teenagers as the experimental carrier. Sixty-six freshmen majoring in review engineering at a university located in a first-tier city in southern China were invited as participants. Based on the courses "College English-Reading and Writing" and "College English-Listening, Viewing and Speaking," this research explored the game-based teaching of "Words Arena Contest" and "Words Talents," respectively. The analysis of the attitude and achievement data not only indicated the advantages and disadvantages of game-based learning, but also suggested the significant points in game-based learning software design. The results of tests and survey provide insight into the evaluation and reflection of the subjective experiences and perceptions of using digital game-based language learning. The results of this research can not only provide guidance for exploring the psychological contributors and barriers to game-based second language learning, but can also shed some light on and provide a reference for the design of game-based second language learning software.

摘要

近年来,基于游戏的学习在语言课堂中的应用迅速普及。基于游戏的学习技术日益成熟,正在启发第二语言的教学与学习。目前,教育游戏被视为一项具有巨大潜力的新技术。基于游戏促进英语口语也已成为研究热点之一。本研究针对使用基于游戏的第二语言学习来培养中国大学生英语口语的主观体验和认知进行了实证研究。通过使用Unity 3D技术,开发了“数字游戏——虚拟大学”游戏软件作为实验载体,供中国青少年使用。邀请了中国南方一线城市一所大学的66名复习工程专业大一新生作为参与者。基于“大学英语——读写”和“大学英语——听说看”课程,本研究分别探索了“单词竞技场比赛”和“单词达人”的基于游戏的教学。对态度和成绩数据的分析不仅表明了基于游戏的学习的优缺点,还指出了基于游戏的学习软件设计中的要点。测试和调查结果为评估和反思使用基于数字游戏的语言学习的主观体验和认知提供了见解。本研究结果不仅可为探索基于游戏的第二语言学习的心理因素和障碍提供指导,还可为基于游戏的第二语言学习软件的设计提供一些启示和参考。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2050/9868754/881772432875/fpsyg-13-1109370-g001.jpg

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