Home| Contact Us| New Journals| Browse Journals| Journal Prices| For Authors|

Print ISSN:
Online ISSN:


  About JIO
  DLINE Portal Home
Home
Aims & Scope
Editorial Board
Current Issue
Next Issue
Previous Issue
Sample Issue
Upcoming Conferences
Self-archiving policy
Alert Services
Be a Reviewer
Publisher
Paper Submission
Subscription
Contact us
 
  How To Order
  Order Online
Price Information
Request for Complimentary
Print Copy
 
  For Authors
  Guidelines for Contributors
Online Submission
Call for Papers
Author Rights
 
 
RELATED JOURNALS
Journal of Digital Information Management (JDIM)
Journal of Multimedia Processing and Technologies (JMPT)
International Journal of Web Application (IJWA)

 

 
Electronic Devices

An Ethnographic Study of Mobile Videogames for English Vocabulary Development In Urban China
Paul Craig, Néna Roa-Seïler, Zongjie Wang
Xi’an Jiaotong-Liverpool University Suzhou, China, Edinburgh Napier University, Edinburgh Scotland, United Kingdom
Abstract: This study investigates the effectiveness of mobile video games for learning English language vocabulary among Chinese students in comparison with more standard electronic dictionary learning. This involved an ethnographic study of students in their natural learning environment which was followed by classroom testing of vocabulary proficiency. Results show that educational video games can both improve the student learning experience and student results when combined with traditional methods.
Keywords: Mobile Video Games, Educational Video Games, Electronic Dictionary, Language Learning An Ethnographic Study of Mobile Videogames for English Vocabulary Development In Urban China
DOI:https://doi.org/10.6025/ed/2019/8/1/17-21
Full_Text   PDF (367KB)   Download:   11  times
References:
[1] Lee, S., Lee, S. (2014). Early diffusion of smartphones in OECD and BRICS countries: An examination of the effects of platform competition and indirect network effects. Telematics and Informatics. 31. p 345- 355. 2014
[2] Satyanarayanan, M. (2011).. Mobile computing: the next decade. ACM SIGMOBILE Mobile Computing and Communications Review. Vol. 15. p. 2-10. 2011.
[3] Lim, S. S., Goggin, G. (2014). Mobile Communication in Asia: Issues and Imperatives. Journal of Computer Mediated Communication. 19. p. 663- 666. 2014
[4] Lee, Y.-K., Chang, C.-T., Lin, Y., Cheng, Z.-H. (2014). The dark side of smartphone usage: Psychological traits, compulsive behavior and technostress. Computers in Human Behavior. Vol. 31. p.373-383. 2014.
[5] Bian, M., Leung, L. (2015). Linking loneliness, shyness, smartphone addiction symptoms, and patterns of smartphone use to social capital. Social Science Computer Review. 33. p 61-79. 2015.
[6] Pennycook, A. (2014). The cultural politics of English as an international language. Routledge. 2014.
[7] Alvarez, J., Rampnoux, O., Jessel, J.-P., Methel, G. (2007). Serious Game: Just a question of posture. Artificial & Ambient Intelligence, AISB. 7. p 420-423.
[8] Lepper, M. R., Malone. T. W. (1987). Intrinsic motivation and instructional effectiveness in computer-based education. Aptitude, learning, and instruction. 3. p 255-286.
[9] Mouaheb, H., Fahli, A., Moussetad, M., Eljamali, S. (2012). The serious game: what educational benefits? Procedia- Social and Behavioral Sciences. Vol. 46. p. 5502- 5508.
[10] Barab, S., Thomas, M., Dodge, T., Carteaux, R., Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development. Vol. 53. pp. 86107. 2005.
[11] Provenzo Jr, E. F. (1991). Video kids: Making sense of Nintendo. Harvard University Press. 1991.
[12] Dill, K. E., Dill, J. C. (1999). Video game violence: A review of the empirical literature. Aggression and violent behavior. Vol. 3. p. 407-428. .
[13] Barab, S., Dede, C. (2007). Games and immersive participatory simulations for science education: an emerging type of curricula. Journal of Science Education and Technology. Vol. 16. p. 1-3.
[14] Muñoz, K., Mc Kevitt, P., Lunney, T., Noguez, J., Neri, L. (2011). An emotional student model for game-play adaptation. Entertainment Computing. 2. 133-141.
[15] Craig, P., Roa-Seïler, N., Martínez Díaz, M., Lara Rosano, F. (2013). Assessing the Potential of Colaborative Video Games to Improve Education in La Mixteca Region of Mexico. Third International Conference on Cognitonics. Slovenia, Ljubljana. p. 413-417.
[16] Craig, P., Roa-Seïler, N., Díaz, M. M., Rosano. F. L. (2014). A Cognitonics Approach to Computer Supported Learning in the Mexican State of Oaxaca. Informatica: An International Journal of Computing and Informatics. Vol. 38. p. 263-271.

Home | Aim & Scope | Editorial Board | Author Guidelines | Publisher | Subscription | Previous Issue | Contact Us |Upcoming Conferences|Sample Issues|Library Recommendation Form|

 

Copyright 2011 dline.info