Proceedings of the 9th International Conference on Computer Supported Collaborative Learning - CSCL'09 2009
DOI: 10.3115/1600053.1600109
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Constructing the face-to-face collaborative game-based interacted environment for portable devices in English vocabulary acquisition

Abstract: This study is aimed to develop a face-to-face collaborative English vocabulary acquisition game system on portable devices, called Wireless Crossword Fan-Tan Game (WiCFG). One class of 32 primary school students in Taiwan participated in this study. Students' learning outcome, motivation, and attitude were collected and analyzed. In their small group interaction, we analyzed and generalized three interaction modes: "Face-to-face interaction", "Device-media interaction" and "Human-device interaction". Significa… Show more

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Cited by 4 publications
(4 citation statements)
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“…In addition, using competition and a leader board on the internet improves the effectiveness of gamified challenging activities as the pupils participated in challenges and were awarded by the teacher and the website with positive expressions. Per the findings of the current study; previous studies (Chenge, et al, 2009;Han & Chan, 2008;Ke, 2008;Yu & Liu, 2009;Dettmer, 2004;Hung, 2011;Guevara, 2014, Hasegawa et al 2015Klimova & Kacet, 2017;Ibrahim, 2017;Vasileiadou & Makrina, 2017;Alzaid, 2018) revealed that competition has a good impact on student's performance in the classroom, particularly in vocabulary retention, which confirmed the positive effects of online games on language acquisition, particularly vocabulary retention.…”
Section: Discussionsupporting
confidence: 87%
See 1 more Smart Citation
“…In addition, using competition and a leader board on the internet improves the effectiveness of gamified challenging activities as the pupils participated in challenges and were awarded by the teacher and the website with positive expressions. Per the findings of the current study; previous studies (Chenge, et al, 2009;Han & Chan, 2008;Ke, 2008;Yu & Liu, 2009;Dettmer, 2004;Hung, 2011;Guevara, 2014, Hasegawa et al 2015Klimova & Kacet, 2017;Ibrahim, 2017;Vasileiadou & Makrina, 2017;Alzaid, 2018) revealed that competition has a good impact on student's performance in the classroom, particularly in vocabulary retention, which confirmed the positive effects of online games on language acquisition, particularly vocabulary retention.…”
Section: Discussionsupporting
confidence: 87%
“…The literature reviewed indicated the usefulness of using competitive digital games in improving language learning, among these is the study conducted by (Hung, 2011) which revealed that a collaborative and competitive game-based learning environment is effective in helping disadvantaged students through improving their English skills. The Wireless Crossword Fan-Tan Game (WiCFG) system was developed to provide teachers with a novel technique to guide students' learning through positive participation with tablet PCs.…”
Section: Competitive Activitiesmentioning
confidence: 99%
“…Students, especially low and medium achievers, also became more attentive to the assigned reading tasks. Hung, Young and Lin (2009) investigated if 32 sixth graders who used a face to face collaborative English vocabulary acquisition game system, called WiCFG, installed on tablet PCs would be more motivated to learn English vocabulary. Their findings indicated that WiCFG helped to engage students in learning and improve their motivation.…”
Section: Introductionmentioning
confidence: 99%
“…Several initiatives have been implemented in CSCL for the classroom and some examples of these experiences are described by Zurita and Nussbaum (2004) and Diggelen and Overdijk (2007) who performed small group collaborations; Hung et al (2009) who developed a collaborative English vocabulary-acquisition-game system; and Zea et al (2009) who made a collaborative video-game to teach vowels. In these cases, the research focused on small groups, where each participant had his own device.…”
mentioning
confidence: 98%