| Frontiers in Psychology | |
| Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students | |
| article | |
| Xian Xiao1  Gaoda He2  | |
| [1] School of Foreign Languages, Guangzhou Maritime University;School of Foreign Languages, Guangdong Baiyun University | |
| 关键词: Subjective experiences; perceptions; Digital game; game-based learning; second language learning; Second Language Learning.; | |
| DOI : 10.3389/fpsyg.2022.1109370 | |
| 学科分类:社会科学、人文和艺术(综合) | |
| 来源: Frontiers | |
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【 摘 要 】
Recent years have seen a rapid proliferation of game-based learning applied in language class. Second language teaching and learning takes inspiration from the more and more matured 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, focus on the cultivation of the Chinese college students’ oral English. By using Unity 3D technology, “Digital Game-Virtual College” game software was developed for Chinese teenagers as the experimental carrier. 66 freshmen majoring in engineering in a university located in a first-tier city in southern China were invited as participants. Based on the courses of “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. 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 not only can provide guidance for explore the psychological contributors and barriers on game-based second language learning, but also can shed some lights and give reference for the design of game-based second language learning software.
【 授权许可】
CC BY
【 预 览 】
| Files | Size | Format | View |
|---|---|---|---|
| RO202307160004242ZK.pdf | 805KB |
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