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Gamified MALL: Are Game Elements Key to Learning Mandarin?

机译:赌博商城:是学习普通话的游戏元素关键吗?

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This study was an attempt to gain insights on undergraduates’ perceived motivation in using Gamified Mobile Assisted Language Learning (MALL), Memrise, for learning Mandarin vocabulary. Previous research have shown that learning Mandarin vocabulary can be challenging and thusto keep students motivated, an alternative approach should be used. Prior studies have shown that gamification has the potential to motivate specific behaviors in individuals. Thus, the gamification elements inside the Gamified MALL were scrutinized to discover which played significant rolesin motivating these students. A total of eighty students from a public university in the northern region of Malaysia were recruited to participate in this survey research. They were exposed to the Memrise app for two months and had to complete three various levels before they were requiredto answer the online questionnaire. Only sixty-five questionnaires were returned and findings showed that the gamification elements such as “various modes,” “levels,” “points,” “flower growth (progress),” and “progress report” motivatesthem to use the MALL. Based on the result, Gamified MALL can be incorporated as a learning approach to enhance undergraduates’ Mandarin vocabulary.
机译:本研究试图了解在使用赌博移动辅助语言学习(商场),Memrise,学习普通话词汇表的大学生感知动机的洞察力。以前的研究表明,学习普通话词汇可能是挑战性的,塔斯托保持学生的动力,应该使用一种替代方法。先前的研究表明,游戏有可能激励个人的特定行为。因此,审查游戏商场内的游戏化元素被审查,以发现这在激励这些学生的激励显着的典范。招募了一所公立大学的八十名学生,在马来西亚北部地区招募参加本调查研究。他们被暴露在忆内应用程序两个月,并且必须在所需回答在线问卷之前完成三个各个层面。退回了六十五的问卷,结果表明,“各种模式”,“点”,“点”,“花卉增长(进展)”和“进展报告”的赌博元素,以使用商场。基于该结果,游戏商场可以作为一种学习方法,以增强本科生的普通话词汇。

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