scholarly journals Adaptive Vocabulary Learning Environment for Late Talkers

Author(s):  
Mariia Gavriushenko ◽  
Oleksiy Khriyenko ◽  
Iida Porokuokka
2015 ◽  
Vol 77 (33) ◽  
Author(s):  
Yunxia Gao ◽  
Zaidatun Tasir ◽  
Jamalludin Harun ◽  
Nurul Farhana Jumaat

The aim of the research is to explore the impact of the web-based Leitner Box which is enhanced with social network, particularly Facebook on English vocabulary learning. This research used mixed research design and the data were collected both in qualitative and quantitative ways. The instruments include questionnaire, semi-structured interviews, and performance tests. 35 university’s students were chosen randomly as the respondents for the questionnaire and 30 students from English class were chosen purposively to do the pre-test and post-test. From the findings, it is discovered that students agreed they have problems in learning vocabulary (mean = 3.98).   The web-based Leitner Box has a significant positive impact on English vocabulary learning (p<0.05). Findings from the questionnaires also revealed that students gave positive opinions toward web-based Leitner box (mean = 4.28).  In term of whether the element of social network can be beneficial to students, the findings showed that social network helps students to learn English vocabulary in this collaborative learning environment (mean = 4.28). The students claimed that web-based Leitner Box and social network make the vocabulary learning process much easier and more interesting by sharing information and actively participating in the collaborative learning environment.


2020 ◽  
pp. 073563312096375
Author(s):  
Hao-Jan Howard Chen ◽  
Hsiao-Ling Hsu ◽  
Zhi-Hong Chen ◽  
Andrew G. Todd

Many studies have found that computer video games can offer a facilitative vocabulary learning environment. Among different types of computer games, adventure games have received much attention because of their rich input and immersive learning environment. However, some researchers have indicated that because of the characters’ fast-talking speed and many new vocabulary, more lexical supports should be provided in the games. This study thus developed an adventure game with two versions. One version was an adventure game and the other was the same game supported with vocabulary exercises. Two classes were randomly assigned to play two versions of the game and to take a pre-test, post-test, and delayed post-test. A survey was also conducted to investigate the participants’ perceptions. The results showed that both groups acquired new words, but the experimental group performed significantly better in both the immediate and delayed post-tests. These findings indicated that the adventure game alone can help participants acquire new words. However, the inclusion of word-focused exercises further helped learners retain more new words. Thus, it is suggested that game developers can incorporate word-focused exercises into video games. The additional exercise can allow learners to benefit from both implicit and explicit vocabulary learning.


Author(s):  
Peter Prince

This chapter presents an account of the ongoing development of a vocabulary learning resource, VocPAL (Vocabulary: Progressive Autonomous Learning), for French learners of English in a university context. The chapter describes the background to the resource, its theoretical underpinnings, and its presentation features. These include pictures, sound, an association test, and context sentences forming a story. A questionnaire was administered to college students (N = 115) to assess reactions to VocPAL in an online learning environment. Further insights were gained from interviews with users of the resource. Both questionnaire and interview data suggest that, while the resource is judged favourably overall, improvements can be made to make the story more appealing and to add more interactivity. Results are discussed in terms of future development options, limitations to the study, and some broader issues regarding computer-assisted vocabulary learning.


Author(s):  
Peter Prince

This chapter presents an account of the ongoing development of a vocabulary learning resource, VocPAL (Vocabulary: Progressive Autonomous Learning), for French learners of English in a university context. The chapter describes the background to the resource, its theoretical underpinnings, and its presentation features. These include pictures, sound, an association test, and context sentences forming a story. A questionnaire was administered to college students (N = 115) to assess reactions to VocPAL in an online learning environment. Further insights were gained from interviews with users of the resource. Both questionnaire and interview data suggest that, while the resource is judged favourably overall, improvements can be made to make the story more appealing and to add more interactivity. Results are discussed in terms of future development options, limitations to the study, and some broader issues regarding computer-assisted vocabulary learning.


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