Literaturnachweis - Detailanzeige
Autor/in | Franciosi, Stephan J. |
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Titel | The Effect of Computer Game-Based Learning on FL Vocabulary Transferability |
Quelle | In: Educational Technology & Society, 20 (2017) 1, S.123-133 (11 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1436-4522 |
Schlagwörter | Computer Games; Writing (Composition); Second Language Learning; Second Language Instruction; Vocabulary Development; Case Studies; Educational Research; Recall (Psychology); Transfer of Training; Outcomes of Education; College Students; Asians; Foreign Countries; Quasiexperimental Design; Comparative Analysis; Teaching Methods; Learning Theories; Computer Simulation; Pretests Posttests; Japan Computer game; Computerspiel; Computerspiele; Schreibübung; Zweitsprachenerwerb; Fremdsprachenunterricht; Wortschatzarbeit; Case study; Fallstudie; Case Study; Bildungsforschung; Pädagogische Forschung; Abberufung; Training; Transfer; Ausbildung; Lernleistung; Schulerfolg; Collegestudent; Asian; Asiat; Asiatin; Asiaten; Asiate; Ausland; Teaching method; Lehrmethode; Unterrichtsmethode; Learning theory; Lerntheorie; Computergrafik; Computersimulation |
Abstract | In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning, observation of skill application in communication is a better indicator of skill mastery. Further, observing this use in separate communicative contexts could constitute evidence of transferability of skills. Hence, this paper presents the results of two investigations of learning outcomes in EFL classes at a Japanese university using computer game-based lessons. The first study was a quasi-experiment comparing use of targeted words in a writing task between a group of students who participated in a computer game-based lesson, and a group of students who did not. The second study was a cross sectional analysis comparing use of targeted vocabulary in a writing task with amount of participation in computer game-based lessons. The results suggest that computer game-based approaches to foreign language education in real-world classrooms can improve transferability of learned vocabulary. (As Provided). |
Anmerkungen | International Forum of Educational Technology & Society. Athabasca University, School of Computing & Information Systems, 1 University Drive, Athabasca, AB T9S 3A3, Canada. Tel: 780-675-6812; Fax: 780-675-6973; Web site: http://www.ifets.info |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |