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Developing English language learners’ oral production with a digital game-based mobile application
This study examined the effect of using a digital game-based language learning mobile application “Liulishuo” (speaking English fluently) to develop complexity, accuracy, and fluency of English monologic oral production among 30 English language learners in China. Monologic oral production was measu...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7785230/ https://www.ncbi.nlm.nih.gov/pubmed/33400694 http://dx.doi.org/10.1371/journal.pone.0232671 |
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author | Wang, Zehua Han, Feifei |
author_facet | Wang, Zehua Han, Feifei |
author_sort | Wang, Zehua |
collection | PubMed |
description | This study examined the effect of using a digital game-based language learning mobile application “Liulishuo” (speaking English fluently) to develop complexity, accuracy, and fluency of English monologic oral production among 30 English language learners in China. Monologic oral production was measured using the same narrative picture description task in pre- and post-tests. The learners followed the “Imitation of English Monologues” game 30 minutes each time, twice a week, for 20 weeks. The oral production was measured using six indices: the mean words per T-unit and lexical density (i.e., complexity), the mean repairs and errors per 100 words (i.e., accuracy), speech rate and the mean length of pauses (i.e., fluency). The paired sample t-tests showed that the participants produced more complex monologic speech, had significantly fewer errors, and increased speech rate, but the mean repairs and mean length of pauses remained unchanged. The unchanged repairs and pauses could be possibly due to the non-proceduralized linguistic knowledge in oral production, which may require a more extended period of treatment. Our study showed positive effects of using a digital game-based language learning mobile application on the improvement of complexity, accuracy, and fluency of English language learners in China’ monologic oral production with varying effects. |
format | Online Article Text |
id | pubmed-7785230 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-77852302021-01-13 Developing English language learners’ oral production with a digital game-based mobile application Wang, Zehua Han, Feifei PLoS One Research Article This study examined the effect of using a digital game-based language learning mobile application “Liulishuo” (speaking English fluently) to develop complexity, accuracy, and fluency of English monologic oral production among 30 English language learners in China. Monologic oral production was measured using the same narrative picture description task in pre- and post-tests. The learners followed the “Imitation of English Monologues” game 30 minutes each time, twice a week, for 20 weeks. The oral production was measured using six indices: the mean words per T-unit and lexical density (i.e., complexity), the mean repairs and errors per 100 words (i.e., accuracy), speech rate and the mean length of pauses (i.e., fluency). The paired sample t-tests showed that the participants produced more complex monologic speech, had significantly fewer errors, and increased speech rate, but the mean repairs and mean length of pauses remained unchanged. The unchanged repairs and pauses could be possibly due to the non-proceduralized linguistic knowledge in oral production, which may require a more extended period of treatment. Our study showed positive effects of using a digital game-based language learning mobile application on the improvement of complexity, accuracy, and fluency of English language learners in China’ monologic oral production with varying effects. Public Library of Science 2021-01-05 /pmc/articles/PMC7785230/ /pubmed/33400694 http://dx.doi.org/10.1371/journal.pone.0232671 Text en © 2021 Wang, Han http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Wang, Zehua Han, Feifei Developing English language learners’ oral production with a digital game-based mobile application |
title | Developing English language learners’ oral production with a digital game-based mobile application |
title_full | Developing English language learners’ oral production with a digital game-based mobile application |
title_fullStr | Developing English language learners’ oral production with a digital game-based mobile application |
title_full_unstemmed | Developing English language learners’ oral production with a digital game-based mobile application |
title_short | Developing English language learners’ oral production with a digital game-based mobile application |
title_sort | developing english language learners’ oral production with a digital game-based mobile application |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7785230/ https://www.ncbi.nlm.nih.gov/pubmed/33400694 http://dx.doi.org/10.1371/journal.pone.0232671 |
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