Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (Wmute 2008) 2008
DOI: 10.1109/wmute.2008.50
|View full text |Cite
|
Sign up to set email alerts
|

The Game-Based Constructive Learning Environment to Increase English Vocabulary Acquisition: Implementing a Wireless Crossword Fan-Tan Game (WiCFG) as an Example

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
7
0

Year Published

2011
2011
2018
2018

Publication Types

Select...
5
2

Relationship

0
7

Authors

Journals

citations
Cited by 10 publications
(9 citation statements)
references
References 6 publications
0
7
0
Order By: Relevance
“…Mastering a foreign language relies heavily on building vocabulary necessary for listening, reading, speaking, and writing (Yang 2012). Several creative approaches have been developed to support such vocabulary learning, including hypertext annotations in e-learning (Chen et al 2013), collaborative multimedia (Joseph et al 2005), word games (Lin et al 2008), virtual environments (Pala et al 2011), and interactions with robots (Wu et al 2008). The instructional designs for these prototypes leverage on three main strategies, namely, repetition, engagement, and context.…”
Section: Vocabulary Learning Systemsmentioning
confidence: 99%
“…Mastering a foreign language relies heavily on building vocabulary necessary for listening, reading, speaking, and writing (Yang 2012). Several creative approaches have been developed to support such vocabulary learning, including hypertext annotations in e-learning (Chen et al 2013), collaborative multimedia (Joseph et al 2005), word games (Lin et al 2008), virtual environments (Pala et al 2011), and interactions with robots (Wu et al 2008). The instructional designs for these prototypes leverage on three main strategies, namely, repetition, engagement, and context.…”
Section: Vocabulary Learning Systemsmentioning
confidence: 99%
“…Most of the competition systems in education are based on the resolution of a set of questions or challenges. In this direction, several authors presented works related to competition systems, each one with some differences in the presentation or proposal of the questions: -Lin, Young, and Hung (2008) show a crossword game for learning English. -Pfotenhauer, Gagnon, Litzkow, and Blakesley (2009) present the ''Cool-it'' game for learning cryogenic principles.…”
Section: Related Work and Innovation Of The Iscare Systemmentioning
confidence: 99%
“…The system presented in [14] introduces virtual pets so that students see virtual characters instead of themselves, and are thus not directly involved. The work in [15] uses a crossword that combines cooperation and competition. Other systems have included collaboration in the competition.…”
Section: Introductionmentioning
confidence: 99%