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    Please use this identifier to cite or link to this item: https://ir.lib.ncu.edu.tw/handle/987654321/107475


    Title: Using digital board games for genuine communication in EFL classrooms
    Authors: 陳國棟;Wu, Chia-Jung;Chen, Gwo-Dong;Huang, Chi-Wen
    Contributors: 資訊電機學院資訊工程學系
    Keywords: Board games;Classrooms;Communication (Thought Transfer);Communication Skills;Comparative Analysis;Compulsory Education;Computer & video games;Computer Games;DEVELOPMENT ARTICLE;Distance learning;Education;Educational activities;Educational Environment;Educational Games;Educational Technology;Electronic Learning;English;English (Second Language);English language;English Language Learners;Foreign Countries;Games;High School Students;Informal Education;Instructional Design;Instructional Materials;Interpersonal communication;Interviews;Language;Language acquisition;Language Aptitude;Language arts learning;Learning;Learning and Instruction;Learning motivation;Linguistic Input;Literature Reviews;Motivation;Playgrounds;Qualitative Research;Second Language Instruction;Simulation;Statistical Analysis;Student Attitudes;Student Evaluation;Student Motivation;Taiwan;Teachers;Teaching Methods;Video Games
    Date: 2014-01-01
    Issue Date: 2026-04-23 14:14:04 (UTC+8)
    Publisher: New York: Springer Science + Business Media
    Abstract: 摘要: EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the environment. This study examines the use of digital board game language learning set in a task-collaborative platform, digital learning playground, designed for classroom learning. This study investigates whether communicative skills and intrinsic motivation could be improved by seeing relevant context and receiving adequate practice through gaming. Ninety-six high school Taiwanese students (n = 96), who were randomly assigned to an ordinary instruction group, a board game language-learning group, or a digital board game language-learning group, engaged in a 50-min English class. Analysis of covariance was used for comparing learning performance through a speaking test between the three groups. A modified intrinsic motivation inventory was conducted to assess learners' perceptions of learning experience and an interview was held for details. The quantitative data presents a higher learning performance for the instruction set at digital learning playground. The qualitative data confirms computerized simulation adapted from board game entails context-relevant immersion, encouraging communication and efficient game instruction management for EFL language learning.
    其他題名: Education Tech Research Dev
    出版者: New York: Springer Science + Business Media
    出版日期: 2014-04-01
    出處: Educational technology research and development, 2014-04, Vol.62 (2), p.209-226
    資源來源: SpringerLink - Journals
    版權: 2014 Association for Educational Communications and Technology
    版權: Association for Educational Communications and Technology 2014
    版權: COPYRIGHT 2014 Springer
    識別號: ISSN: 1042-1629
    識別號: EISSN: 1556-6501
    識別號: DOI: 10.1007/s11423-013-9329-y
    Appears in Collections:[Department of Computer Science and information Engineering] journal & Dissertation

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