2013
DOI: 10.1080/1475939x.2013.822412
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No student left behind: a collaborative and competitive game-based learning environment to reduce the achievement gap of EFL students in Taiwan

Abstract: How to close the achievement gap in the classroom so that no student is left behind becomes one of the most important issues nowadays. This study aims to construct a collaborative and competitive game-based learning environment to improve English proficiencies and reduce the achievement gap for disadvantaged students. The Wireless Crossword Fan-Tan Game (WiCFG) system was implemented to provide teachers with an innovative approach to guide students' learning through a positive involvement with the uses of tabl… Show more

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Cited by 67 publications
(44 citation statements)
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References 28 publications
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“…One of them is achieving results beyond students' ability when working with other students (Basheri, 2013;Sun, Lin et al, 2017). Alioon and Delialioğlu (2017) and Hwang and Wu (2014) claimed that collaborative learning facilitates communication skills; that is, two or more students have the opportunity to talk to one another and to learn and practise the target language together (Hung et al, 2015). Collaborative learning helps students overcome their apprehension about communicating, and it encourages them to express their points of view in a foreign language (Alioon & Delialioğlu, 2017).…”
Section: Collaborative Learningmentioning
confidence: 99%
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“…One of them is achieving results beyond students' ability when working with other students (Basheri, 2013;Sun, Lin et al, 2017). Alioon and Delialioğlu (2017) and Hwang and Wu (2014) claimed that collaborative learning facilitates communication skills; that is, two or more students have the opportunity to talk to one another and to learn and practise the target language together (Hung et al, 2015). Collaborative learning helps students overcome their apprehension about communicating, and it encourages them to express their points of view in a foreign language (Alioon & Delialioğlu, 2017).…”
Section: Collaborative Learningmentioning
confidence: 99%
“…Hung et al (2015) constructed learning environments to improve students' EFL proficiency. Their results showed that the control students (i.e., who used traditional methods) and the experimental students (i.e., who used tablet PCs) exhibited no differences on the post-test.…”
Section: Language Learning With Tablet Pcsmentioning
confidence: 99%
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“…Ciddi oyunlarda; eğlenceden önce eğitim, ticaret, sağlık, toplumsal farkındalık gibi daha ciddi amaçlar yer almaktadır (Serious Games, 2015). Hung, Young ve Lin (2015) farklı öğrenci seviyelerinde, ciddi oyunların öğrenci başarısı ve etkileşimi üzerinde pozitif bir etkisi olduğunu ifade etmektedirler. Her ne kadar Deterding ve diğerlerine (2011) göre ciddi oyunlarla oyunlaştırma arasında kesin bir ayrım olmasa da, oyunlaştırma eğitsel oyuna göre daha orijinal ve daha kapsamlı bir yapıdır.…”
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“…Chiu et al (2012) conducted a meta-analysis utilizing both fixed and random Game-based learning for EFL students has been found to be more effective in terms of closing the achievement gap between disadvantaged students and their peers (Hung et al 2015). Hung and colleagues created and administered a cooperative crossword game called the Crossword Fan-Tan Game to 30 Taiwanese sixth grade students.…”
Section: Ability-in Language User-in Context: Design and Claimsmentioning
confidence: 99%