首页> 外文期刊>ReCall >Between learning and playing? Exploring learners' perceptions of corrective feedback in an immersive game for English pragmatics
【24h】

Between learning and playing? Exploring learners' perceptions of corrective feedback in an immersive game for English pragmatics

机译:在学习和娱乐之间?在沉浸式英语实用游戏中探索学习者对纠正反馈的看法

获取原文
获取原文并翻译 | 示例

摘要

This paper aims to provide a rationale for the utility of corrective feedback (CF) in digital games designed for language learning, with specific reference to learners' perceptions. Explicit and elaborate CF has the potential to increase learners' understanding of language, but might not be found useful in a game-based learning environment where the primary focus for the learner is on meaningful interaction and experiential learning. Also, as CF can be perceived as a measure of performance, it could harm learners' perception of competence. Eighty-three learners of English as a foreign language participated in a mixed-method experimental study that aimed to first explore the perceived usefulness of, and preferences for, explicit and implicit CF in an immersive educational game, and to secondly chart the relation between learners' perceptions of CF as they pertain to three individual difference factors related to learners' self-perception, namely intrinsic goal orientation, perceived competence and game experience. Survey and interview data showed that CF was found to be generally useful. A regression model indicated that the three measures of self-perception affected learners' perceptions of explicit CF positively, and that there was no impact on perceptions of implicit CF. Further, learners reported having enjoyed the implicit CF, although they did not find it particularly useful for learning. These findings indicate that the type of CF should be considered in the design of effective and enjoyable educational games.
机译:本文旨在为在设计用于语言学习的数字游戏中使用纠正性反馈(CF)提供理论依据,并特别参考学习者的感知。明确而详尽的CF可能会提高学习者对语言的理解,但在基于游戏的学习环境中可能没有用处,因为学习者的主要重点是有意义的互动和体验式学习。此外,由于CF可以被视为衡量绩效的标准,因此可能会损害学习者的能力感知。八十三名英语作为外语的学习者参加了一项混合方法实验研究,旨在首先探索沉浸式教育游戏中显式和隐式CF的感知有用性和偏好,然后绘制学习者之间的关系图对CF的感知与三个与学习者自我感知有关的个体差异因素有关,即内在目标定向,感知能力和游戏体验。调查和访谈数据表明,发现CF通常很有用。回归模型表明,自我感知的三种量度对学习者对显式CF的认知有积极影响,而对内隐CF的认知没有影响。此外,学习者报告说他们喜欢隐式的CF,尽管他们并不认为它对学习特别有用。这些发现表明,在设计有效且有趣的教育游戏时应考虑CF的类型。

著录项

  • 来源
    《ReCall》 |2012年第3期|p.257-278|共22页
  • 作者单位

    ITEC-IBBT-KU Leuven Kulak (Interdisciplinary Research on Technology, Education and Communication), E. Sabbelaan 53, 8500 Kortrijk, Belgium,Franitalco, Research on French, Italian and Comparative Linguistics, KU Leuven, Blijde-Inkomststraat 21, 3000 Leuven, Belgium;

    ITEC-IBBT-KU Leuven Kulak (Interdisciplinary Research on Technology, Education and Communication), E. Sabbelaan 53, 8500 Kortrijk, Belgium,CIP&T, Centre for Instructional Psychology and Technology, KU Leuven, Dekenstraat 2 box 3770, 3000 Leuven, Belgium;

    ITEC-IBBT-KU Leuven Kulak (Interdisciplinary Research on Technology, Education and Communication), E. Sabbelaan 53, 8500 Kortrijk, Belgium,Franitalco, Research on French, Italian and Comparative Linguistics, KU Leuven, Blijde-Inkomststraat 21, 3000 Leuven, Belgium;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    game-based learning; second language acquisition; feedback; error correction; learners' perceptions; intrinsic motivation;

    机译:基于游戏的学习;第二语言习得;反馈;错误修正;学习者的看法;内在动机;

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号