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Effects of a mobile game-based English vocabulary learning app on learners’ perceptions and learning performance: A case study of Taiwanese EFL learners

Published online by Cambridge University Press:  04 April 2019

Chih-Ming Chen
Affiliation:
Graduate Institute of Library, Information and Archival Studies, National Chengchi University, Taipei City, Taiwan, ROC (chencm@nccu.edu.tw)
Huimei Liu
Affiliation:
Department of Statistics, National Chengchi University, Taipei City, Taiwan, ROC (amy1988liu@gmail.com)
Hong-Bin Huang
Affiliation:
Graduate Institute of Library, Information and Archival Studies, National Chengchi University, Taipei City, Taiwan, ROC (endless_1222@hotmail.com)
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Abstract

Many studies have demonstrated that vocabulary size plays a key role in learning English as a foreign language (EFL). In recent years, mobile game-based learning (MGBL) has been considered a promising scheme for successful acquisition and retention of knowledge. Thus, this study applies a mixed methodology that combines quantitative and qualitative approaches to assess the effects of PHONE Words, a novel mobile English vocabulary learning app (application) designed with game-related functions (MEVLA-GF) and without game-related functions (MEVLA-NGF), on learners’ perceptions and learning performance. During a four-week experiment, 20 sophomore students were randomly assigned to the experimental group with MEVLA-GF support or the control group with MEVLA-NGF support for English vocabulary learning. Analytical results show that performance in vocabulary acquisition and retention by the experimental group was significantly higher than that of the control group. Moreover, questionnaire results confirm that MEVLA-GF is more effective and satisfying for English vocabulary learning than MEVLA-NGF. Spearman rank correlation results show that involvement and dependence on gamified functions were positively correlated with vocabulary learning performance.

Information

Type
Regular papers
Copyright
© European Association for Computer Assisted Language Learning 2019 
Figure 0

Figure 1 Word list and customized word list of MEVLA-GF and MEVLA-NGF. (a) Word list; (b) Customized word list

Figure 1

Figure 2 Pre-established learning path of MEVLA-GF and MEVLA-NGF. (a) Pre-established learning path; (b) Acquired vocabularies in Day 1

Figure 2

Figure 3 Traditional assessment of MEVLA-GF and MEVLA-NGF

Figure 3

Figure 4 Gamified assessment of MEVLA-GF. (a) Tic-Tac-Toe; (b) Tug-of-VOC; (c) Star VOC

Figure 4

Figure 5 Ranking among learning peers of MEVLA-GF. (a) Ranking among learning peers for showing vocabulary learning outcomes (b) Looking at acquired vocabulary stickers

Figure 5

Table 1 Result of average rank for pre-test, post-test, and delayed post-test of both groups

Figure 6

Table 2 Result of rank-based ANOVA for pre-test, post-test, and delayed post-test of both groups

Figure 7

Figure 6 Plot of relative effects between Time and Group

Figure 8

Table 3 Result of average rank for acquisition and retention of both groups

Figure 9

Table 4 Result of rank-based ANOVA for acquisition and retention of both groups

Figure 10

Figure 7 Plot of relative effects between Time and Group

Figure 11

Table 5 Results of descriptive statistics and Wilcoxon–Mann–Whitney U test of questionnaire assessment between the two groups

Figure 12

Table 6 Results of Quade test for post-test and delayed post-test while simultaneously considering potential effectiveness and satisfaction as covariate variables

Figure 13

Table 7 Descriptive statistics of usage behaviors of MEVLA-GF in the experimental group

Figure 14

Table 8 Descriptive statistics of usage behaviors of MEVLA-NGF in the control group