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Motivation students’ needs and learning outcomes: a hybrid game-based app for enhanced language learning

机译:动机学生的需求和学习成果:基于混合游戏的应用程序可增强语言学习

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摘要

In the context of European Higher Education students face an increasing focus on independent, individual learning—at the expense of face-to-face interaction. Hence learners are, all too often, not provided with enough opportunities to negotiate in the target language. The current case study aims to address this reality by going beyond conventional approaches to provide students with a hybrid game-based app, combining individual and collaborative learning opportunities. The 4-week study was carried out with 104 German language students (A1.2 CEFR) who had previously been enrolled in a first-semester A1.1 level course at a Spanish university. The VocabTrainerA1 app—designed specifically for this study—harnesses the synergy of combining individual learning tasks and a collaborative murder mystery game in a hybrid level-based architecture. By doing so, the app provides learners with opportunities to apply their language skills to real-life-like communication. The purpose of the study was twofold: on one hand we aimed to measure learner motivation, perceived usefulness and added value of hybrid game-based apps; on the other, we sought to determine their impact on language learning. To this end, we conducted focus group interviews and an anonymous Technology Acceptance Model survey (TAM). In addition, students took a pre-test and a post-test. Scores from both tests were compared with the results obtained in first-semester conventional writing tasks, with a view to measure learning outcomes. The study provides qualitative and quantitative data supporting our initial hypotheses. Our findings suggest that hybrid game-based apps like VocabTrainerA1—which seamlessly combine individual and collaborative learning tasks—motivate learners, stimulate perceived usefulness and added value, and better meet the language learning needs of today’s digital natives. In terms of acceptance, outcomes and sustainability, the data indicate that hybrid game-based apps significantly improve proficiency, hence are indeed, effective tools for enhanced language learning.
机译:在欧洲高等教育的背景下,学生将越来越关注独立的个体学习,而这是以面对面的互动为代价的。因此,学习者常常没有足够的机会以目标语言进行谈判。当前的案例研究旨在通过超越传统方法为学生提供基于混合游戏的应用程序,结合个人和协作学习机会的方式来解决这一现实。为期4周的研究是对104名德语学生(A1.2 CEFR)进行的,这些学生以前曾在西班牙大学就读过第一学期的A1.1级课程。为这项研究专门设计的VocabTrainerA1应用程序利用了基于混合级别的体系结构,将个人学习任务与协作式谋杀神秘游戏结合在一起的协同作用。这样,该应用程序为学习者提供了将他们的语言技能应用于现实生活中的交流的机会。这项研究的目的是双重的:一方面,我们旨在衡量学习动机,基于混合游戏的应用程序的有用性和增值;另一方面,我们试图确定它们对语言学习的影响。为此,我们进行了焦点小组访谈和匿名的技术接受模型调查(TAM)。此外,学生还接受了前测和后测。将两个测试的分数与第一学期常规写作任务中获得的结果进行比较,以衡量学习成果。该研究提供了支持我们最初假设的定性和定量数据。我们的发现表明,VocabTrainerA1之类的基于混合游戏的应用程序将个人学习和协作学习任务无缝结合在一起,可以激发学习者的兴趣,激发他们的实用性和附加值,并更好地满足当今数字本地人的语言学习需求。在接受度,结果和可持续性方面,数据表明基于混合游戏的应用程序可以显着提高熟练程度,因此,确实是增强语言学习的有效工具。

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