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Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students
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...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2023
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9868754/ https://www.ncbi.nlm.nih.gov/pubmed/36698575 http://dx.doi.org/10.3389/fpsyg.2022.1109370 |
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author | Xiao, Xian He, Gaoda |
author_facet | Xiao, Xian He, Gaoda |
author_sort | Xiao, Xian |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-9868754 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-98687542023-01-24 Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students Xiao, Xian He, Gaoda Front Psychol Psychology 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. Frontiers Media S.A. 2023-01-09 /pmc/articles/PMC9868754/ /pubmed/36698575 http://dx.doi.org/10.3389/fpsyg.2022.1109370 Text en Copyright © 2023 Xiao and He. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Xiao, Xian He, Gaoda Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students |
title | Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students |
title_full | Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students |
title_fullStr | Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students |
title_full_unstemmed | Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students |
title_short | Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students |
title_sort | subjective experiences and perceptions of learning a second language through digital games: a case study of chinese college students |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9868754/ https://www.ncbi.nlm.nih.gov/pubmed/36698575 http://dx.doi.org/10.3389/fpsyg.2022.1109370 |
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