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The Impact of Gamification and Individual Differences on Second Language Learning Among First-Year Female University Students in Saudi Arabia

机译:沙特阿拉伯第一年女大学生第二语言学习的娱乐与个人差异的影响

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Background The Technology-Enhanced Training Effectiveness Model (TETEM) has been used to assess the effectiveness of various technology-driven solutions in improving students' outcomes in multiple academic fields. However, limited research is available on the use of TETEM in the context of second language learning. Using a modified TETEM, this study seeks first, to assess the direct effects of students' attitudes and experiences with video gaming on their achievement; and second, to evaluate the effects of students' attitudes and experiences that are mediated by their motivation. Methods This study was conducted among preparatory year students at Al-Jouf University, Saudi Arabia. Students were randomly assigned to the technology-enhanced group (Duolingo (R) + workbook) or the control group (classroom workbook group). We started by comparing student performance between the two groups to evaluate the effect of the intervention. Subsequently, we conducted a confirmatory factor analysis to establish homogenous latent variables for experience, attitude, and motivation. Finally, we used structural equation models to evaluate the presence of direct and mediated effects. Results Students in the Duolingo (R) + workbook group scored higher on reading, grammar, vocabulary, and writing compared to the workbook group. Positive attitude toward video gaming had both a direct and mediating positive correlation with student achievement. Additionally, motivation toward ESL learning was independently and positively correlated with student achievement. As expected, the technology-enhanced group performed better in reading, grammar, and vocabulary while the control group showed more participation and timely completion of assignments. Conclusion Technology enhancement improves students' performance for ESL, however, adequate integration of technology in the course curriculum is needed to minimize interference with class participation. Positive attitudes toward video games and motivation toward ESL learning are positive predictors of student achievement while experience with video games has no significant effect.
机译:背景技术技术增强的培训效果模型(Tetem)已被用于评估各种技术驱动解决方案在提高多学术领域的学生结果方面的有效性。但是,在第二语言学习的背景下使用Tetem有限的研究。使用修改后的Tetem,这项研究首先旨在,评估学生对视频游戏的态度和经验的直接影响;其次,评估学生对其动机介导的态度和经验的影响。方法本研究在沙特阿拉伯的Al-Jouf University的筹备年度学生中进行。学生被随机分配给技术增强组(Duolingo(R)+工作簿)或对照组(课堂工作簿组)。我们首先比较了两组之间的学生表现来评估干预的效果。随后,我们进行了确认的因素分析,以建立经验,态度和动机的同质潜在变量。最后,我们使用结构方程模型来评估直接和介导的效果的存在。结果Duolingo(R)+工作簿集团的学生在阅读,语法,词汇和写作中得分更高,与工作簿组相比。对视频游戏的积极态度与学生成就有直接和调解的正相关。此外,对ESL学习的动机是独立的,与学生成就肯定相关。正如预期的那样,技术增强组在阅读,语法和词汇表现更好,而对照组显示更多的参与并及时完成任务。结论技术增强提高了学生对ESL的表现,需要在课程课程中足够一体化,以尽量减少对课堂参与的干扰。对电子游戏的积极态度和对ESL学习的动机是学生成就的积极预测因子,而视频游戏的经验没有显着影响。

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