Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners' Vocabulary Achievement, Motivation, and Self-Confidence
Bibliographic Data
| ID | 3593263 |
|---|---|
| Authors | Rui Li (0000-0001-9744-7965, Hunan University, corresponding author) |
| Year | 2021 |
| Volume | 11 |
| Issue | 1 |
| Publication date | 2021-01-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | SAGE Open (JOURNAL) |
| Journal identifiers | ISSN: 2158-2440 • E-ISSN: 2158-2440 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/21582440211003092 |
| OpenAlex | W3148419815 |
| Language | EN |
| Citations received | 15 |
| References cited | 45 |
Game-based vocabulary learning that is well documented to improve students' vocabulary learning outcomes is gaining increasing attention. However, no consensus has been reached regarding the impact of game-based vocabulary learning application (APP) on the vocabulary learning achievement, motivation, and self-confidence among Chinese EFL (English as a foreign language) students, so large a population that should never be neglected. To address the issues, a total of 70 college students in two groups participated in a quasi-experiment. One is the experimental group in which students received the game-based vocabulary learning; the other is the control group in which students received the conventional paper-based wordlist learning. Each group consisted of 35 students. The experiment was carried out to evaluate how the implementation of game-based vocabulary learning influences students' vocabulary learning achievement, motivation, and self-confidence. In addition, a regression analysis was exploited to examine the influence of motivation and self-confidence on vocabulary achievement. Results demonstrated that the game-based vocabulary learning APP benefited students in vocabulary achievement, motivation, and self-confidence. Furthermore, learning self-confidence and motivation did not predict learning achievement. Implications of the study were also given
Language acquisition · Linguistics · Mathematics education · Self-confidence · Teaching method · Vocabulary · Vocabulary development · Vocabulary Learning · Educational Games and Gamification · Psychology · Second Language Acquisition and Learning · Social Psychology · Technology-Enhanced Education Studies
Examining the Influential Mechanism of English as a Foreign Language (EFL) Learners’ Flow Experiences in Digital Game-Based Vocabulary Learning
A Review on Vocabulary Learning-Designed Mall Applications in the EFL Context
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Teachers matter
| Unique citing works | 15 |
|---|---|
| Citations per year | 3 |
| Citation span | 2021 - 2026 (6) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 13 |