Developing and Applying a Chinese Character Learning Game App to Enhance Primary School Students’ Abilities in Identifying and Using Characters
Bibliographic Data
| ID | 22048673 |
|---|---|
| Authors | Yao-San Lin (0000-0002-5922-5971, Nanyang Technological University, corresponding author), Jie Ni Lim (0000-0002-6548-5948, Nanyang Technological University), Yung-Sen Wu (Nanyang Technological University) |
| Year | 2022 |
| Volume | 12 |
| Issue | 3 |
| Pages | 189 |
| Publication date | 2022-03-09 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Education Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2227-7102 • E-ISSN: 2227-7102 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/educsci12030189 |
| OpenAlex | W4220833190 |
| Language | EN |
| Citations received | 1 |
| References cited | 13 |
The Chinese language is the mother tongue that most students in Singapore need to master. However, for many local students, due to the use of English as the main language in Singapore’s families and the living environment, the time and frequency of using Chinese and the exposure to Chinese characters are relatively insufficient, which leads to a high forgetting rate, confusion of the characters and the improper use of Chinese characters. This study attempts to develop an app of a Chinese character learning game for Singapore primary school students, aiming to stimulate students’ interest in learning Chinese, increase their frequency of contact and use of Chinese characters, and ultimately strengthen their ability to remember, understand and use Chinese characters. By collecting the data from students’ questionnaire surveys, teachers’ questionnaire surveys, students’ literacy tests, and classroom observations, the research team found that the designed app can enhance the interest of lower grade primary school students in learning Chinese and strengthen their ability to memorize and use Chinese characters
Chinese characters · Chinese language · Cognitive psychology · First language · Forgetting · Linguistics · Literacy · Mathematics education · Memorization · Pedagogy · Computer Science · Digital Storytelling and Education · Educational Methods and Impacts · Mobile Learning in Education · Psychology · Artificial Intelligence
| Citations per year | 1 |
|---|---|
| Citation span | 2026 - 2026 (1) |
| Highly cited | No |