An Investigation of Taiwanese Non-English Major Freshmen's Perception of Learning English through Online Edutainment Games

Research output: Contribution to journalArticle

Abstract

This study aims to investigate how non-English major freshmen in Taiwan perceive their English learning through task-based online interactive negotiation games. A large body of evidence suggests that limited time for English learning and a lack of effective learning strategy have caused inadequate and ineffective English learning of non-English major students in Taiwan. Therefore, this research attempts to draw upon an online edutainment game website to provide 30 non-English major freshmen with remedial instruction. With a qualitative approach, this study was executed during one academic year to investigate students' perception of instructional uses of edutainment games. Student participants showed that simulation and interactivity of online edutainment games address a need for alternative learning in remediation of vocabulary deficits. The online negotiation games can model complex worlds where players can witness how targeted words are used by game characters and experiment with those words. Participants agree that online edutainment games add interaction to their learning and provide them with authentic contexts to learn new vocabularies. In addition, prompt feedbacks and risk-free conversation options of online negotiation games engage students in learning vivid word and sentence examples.
Original languageEnglish
Pages (from-to)119-151
Number of pages33
Journal教育研究與發展期刊
Volume10
Issue number1
DOIs
Publication statusPublished - 2014
Externally publishedYes

Fingerprint

edutainment
learning
vocabulary
Taiwan
student
interactive media
learning strategy
witness
website
deficit
conversation
instruction
simulation
lack
experiment
interaction
evidence

Keywords

  • computer assisted instruction
  • edutainment games
  • game-based learning

Cite this

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title = "An Investigation of Taiwanese Non-English Major Freshmen's Perception of Learning English through Online Edutainment Games",
abstract = "This study aims to investigate how non-English major freshmen in Taiwan perceive their English learning through task-based online interactive negotiation games. A large body of evidence suggests that limited time for English learning and a lack of effective learning strategy have caused inadequate and ineffective English learning of non-English major students in Taiwan. Therefore, this research attempts to draw upon an online edutainment game website to provide 30 non-English major freshmen with remedial instruction. With a qualitative approach, this study was executed during one academic year to investigate students' perception of instructional uses of edutainment games. Student participants showed that simulation and interactivity of online edutainment games address a need for alternative learning in remediation of vocabulary deficits. The online negotiation games can model complex worlds where players can witness how targeted words are used by game characters and experiment with those words. Participants agree that online edutainment games add interaction to their learning and provide them with authentic contexts to learn new vocabularies. In addition, prompt feedbacks and risk-free conversation options of online negotiation games engage students in learning vivid word and sentence examples.",
keywords = "computer assisted instruction, edutainment games, game-based learning, 電腦輔助教學, 寓教於樂型遊戲, 遊戲教學",
author = "李, {多耕(To-Ken Lee)}",
year = "2014",
doi = "10.3966/181665042014031001005",
language = "English",
volume = "10",
pages = "119--151",
journal = "教育研究與發展期刊",
issn = "1816-6504",
publisher = "國家教育研究院",
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AU - 李, 多耕(To-Ken Lee)

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N2 - This study aims to investigate how non-English major freshmen in Taiwan perceive their English learning through task-based online interactive negotiation games. A large body of evidence suggests that limited time for English learning and a lack of effective learning strategy have caused inadequate and ineffective English learning of non-English major students in Taiwan. Therefore, this research attempts to draw upon an online edutainment game website to provide 30 non-English major freshmen with remedial instruction. With a qualitative approach, this study was executed during one academic year to investigate students' perception of instructional uses of edutainment games. Student participants showed that simulation and interactivity of online edutainment games address a need for alternative learning in remediation of vocabulary deficits. The online negotiation games can model complex worlds where players can witness how targeted words are used by game characters and experiment with those words. Participants agree that online edutainment games add interaction to their learning and provide them with authentic contexts to learn new vocabularies. In addition, prompt feedbacks and risk-free conversation options of online negotiation games engage students in learning vivid word and sentence examples.

AB - This study aims to investigate how non-English major freshmen in Taiwan perceive their English learning through task-based online interactive negotiation games. A large body of evidence suggests that limited time for English learning and a lack of effective learning strategy have caused inadequate and ineffective English learning of non-English major students in Taiwan. Therefore, this research attempts to draw upon an online edutainment game website to provide 30 non-English major freshmen with remedial instruction. With a qualitative approach, this study was executed during one academic year to investigate students' perception of instructional uses of edutainment games. Student participants showed that simulation and interactivity of online edutainment games address a need for alternative learning in remediation of vocabulary deficits. The online negotiation games can model complex worlds where players can witness how targeted words are used by game characters and experiment with those words. Participants agree that online edutainment games add interaction to their learning and provide them with authentic contexts to learn new vocabularies. In addition, prompt feedbacks and risk-free conversation options of online negotiation games engage students in learning vivid word and sentence examples.

KW - computer assisted instruction

KW - edutainment games

KW - game-based learning

KW - 電腦輔助教學

KW - 寓教於樂型遊戲

KW - 遊戲教學

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JO - 教育研究與發展期刊

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