The relative effectiveness of digital game-based learning types in English as a foreign language setting: A meta-analysis

2012 ◽  
Vol 43 (4) ◽  
pp. E104-E107 ◽  
Author(s):  
Yi-hui Chiu ◽  
Chian-wen Kao ◽  
Barry Lee Reynolds
2021 ◽  
Vol 71 (3) ◽  
pp. 78-89
Author(s):  
K.T. Kudarova ◽  
◽  
G.S. Bimasheva ◽  
Sh.G. Iskakova ◽  
◽  
...  

This study was aimed to synthesize data on the impact of game-based learning on English as a foreign language learning outcome. To achieve the goal, a search for relevant studies was performed via Google Scholar electronic database, followed by the results extraction and their meta-analysis using Meta-Essentials statistical software. Since most of the relevant publications utilized the Test of English for International Communication (TOEIC) to assess the intervention effectiveness, only those studies that used TOEIC or a TOEIC-derived test were included in the present meta-analysis to unify the performance scale. The final analysis included four experimental interventions involving 148 individuals. According to the results, the combined effect (Hedges g = 0.56) of game-based learning on post-test TOEIC scores exceeds controls, but the difference is not statistically significant. Thus, concerning the study sample, it has to be said that there appears to be no positive impact of gamification on English language acquisition. The findings should be interpreted with caution due to the risk of heterogeneity between the included studies (I2 = 33.81%) and their low number. Nevertheless, to the best of the authors’ knowledge, the current meta-analysis is one of the few studies to date that employ mathematical methods to obtain a combined effect of gamified learning on English as a foreign language proficiency.


2020 ◽  
Vol 68 (4) ◽  
pp. 1855-1873 ◽  
Author(s):  
Ching-Huei Chen ◽  
Chun-Chao Shih ◽  
Victor Law

2018 ◽  
Vol 9 (6) ◽  
pp. 1147 ◽  
Author(s):  
Ricardo Casañ Pitarch

During the present decade, researchers and educators of different fields have increased their attention towards digital game-based learning. The rise of interest towards this approach is partially connected to some important technological advances during the same period of time, such as the Smartphone, enhanced Internet connection from mobile devices, diversity and spread of free and low-cost video-games and educational applications in e-stores, development of speech recognition systems and artificial intelligence, among others. More concretely, this research focuses on the area of foreign language learning, an educational field which requires that students gain not only a solid theoretical knowledge on grammar and vocabulary, but they also need to develop different communicative competences; and this implies rehearsing and experiencing the use of the target language. The purpose of this paper is to define some basic concepts related to digital game-based learning, such as gamification and serious games, and to introduce some theoretical principles on foreign language learning and acquisition through the use of video-games based on literature review. Finally, a connection among these elements will be discussed.


ReCALL ◽  
2019 ◽  
Vol 31 (3) ◽  
pp. 238-254
Author(s):  
Sangmin-Michelle Lee

AbstractThis qualitative study investigates a media transfer project in which a digital game was used to promote student creativity in an English as a foreign language (EFL) class. The paper first addresses the potential of opportunities for stimulating student creativity and motivation. Creativity has been highlighted as a core competency and has garnered considerable interest in many fields in recent years; however, creativity and creative writing are rarely cultivated in EFL writing classrooms. This study uses a digital game and designs a creative writing project to provide an authentic learning opportunity through which students were able to develop their creativity, use the target language in a meaningful way, and enjoy learning. A murder mystery game,Her Story, was selected because it provides a springboard for creative writing due to its fragmented and ambiguous narrative. Based on the game plot, 25 Korean university students reimagined the narrative in creative writing projects of their own. The study analyzes the students’ writing according to three constructs in Torrance’s model of creativity: originality, flexibility, and elaboration. The results demonstrate how the students’ writing exhibits considerable creativity in all three constructs. Student reflection papers and surveys indicate that participating in the project enhanced the students’ motivation for and engagement in learning.


Author(s):  
Zhihui Cai ◽  
Peipei Mao ◽  
Dandan Wang ◽  
Jinbo He ◽  
Xinjie Chen ◽  
...  

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