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Learning by designing or learning by playing? A comparative study of the effects of game-based learning on learning motivation and on short-term and long-term conversational gains

Bibliographic Data

ID21631336
AuthorsShing-lung Chen (National Kaohsiung University of Science and Technology), Yeu‐Ting Liu (0000-0001-8055-0587, National Taiwan Normal University, corresponding author)
Year2023
Volume31
Issue7
Pages4309-4323
Publication date2023-10-03
Open AccessNo
TypeARTICLE
VenueInteractive Learning Environments (JOURNAL)
Journal identifiersISSN: 1049-4820 • E-ISSN: 1744-5191
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/10494820.2021.1961159
OpenAlexW3190815597
LanguageEN
Citations received8
References cited33

In the language learning literature, games often deal with foreign language vocabulary, but rarely with learning sentences, and barely with conversations. This study set out to examine the effects of game-based learning on foreign language learners’ learning of sentences and discourse-level forms in the following settings: “learning with game playing,” “learning with game designing,” and “learning without games.” Analysis of the participants’ data showed that “learning with game playing” exerted the most significant effect on learning motivation. “Learning without games” was particularly facilitative in terms of short-term gains, especially when the learning content was limited. However, its advantage was reduced as the learning content became more extensive. In contrast, “learning with game designing” was better able to boost learners’ attainment, especially when learning content became more extensive; and it was most helpful in terms of promoting and retaining the gain in the long term. Insights from this study provide important pedagogical implications for differentiated game-based learning practice for foreign language learners

Cooperative learning · Educational technology · Experiential learning · Foreign language · Language acquisition · Mathematics education · Open learning · Synchronous learning · Teaching method · Computer Science · Educational Games and Gamification · EFL/ESL Teaching and Learning · Innovative Teaching and Learning Methods · Psychology · Artificial Intelligence

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Citations per year2
Citation span2022 - 2026 (5)
Highly citedNo

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