Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence?
Game-based vocabulary learning that is well documented to improve students’ vocabulary learning outcomes is gaining increasing attention. However, no consensus has been reached regarding the impact of game-based vocabulary learning application (APP) on the vocabulary learning achievement, motivation...
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Format: | Article |
Language: | English |
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SAGE Publishing
2021-03-01
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Series: | SAGE Open |
Online Access: | https://doi.org/10.1177/21582440211003092 |
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author | Rui Li |
author_facet | Rui Li |
author_sort | Rui Li |
collection | DOAJ |
description | Game-based vocabulary learning that is well documented to improve students’ vocabulary learning outcomes is gaining increasing attention. However, no consensus has been reached regarding the impact of game-based vocabulary learning application (APP) on the vocabulary learning achievement, motivation, and self-confidence among Chinese EFL (English as a foreign language) students, so large a population that should never be neglected. To address the issues, a total of 70 college students in two groups participated in a quasi-experiment. One is the experimental group in which students received the game-based vocabulary learning; the other is the control group in which students received the conventional paper-based wordlist learning. Each group consisted of 35 students. The experiment was carried out to evaluate how the implementation of game-based vocabulary learning influences students’ vocabulary learning achievement, motivation, and self-confidence. In addition, a regression analysis was exploited to examine the influence of motivation and self-confidence on vocabulary achievement. Results demonstrated that the game-based vocabulary learning APP benefited students in vocabulary achievement, motivation, and self-confidence. Furthermore, learning self-confidence and motivation did not predict learning achievement. Implications of the study were also given. |
first_indexed | 2024-12-22T06:14:46Z |
format | Article |
id | doaj.art-32b4979768594e17ab1f666a96913cb3 |
institution | Directory Open Access Journal |
issn | 2158-2440 |
language | English |
last_indexed | 2024-12-22T06:14:46Z |
publishDate | 2021-03-01 |
publisher | SAGE Publishing |
record_format | Article |
series | SAGE Open |
spelling | doaj.art-32b4979768594e17ab1f666a96913cb32022-12-21T18:36:08ZengSAGE PublishingSAGE Open2158-24402021-03-011110.1177/21582440211003092Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence?Rui Li0Hunan University, Changsha, P.R. ChinaGame-based vocabulary learning that is well documented to improve students’ vocabulary learning outcomes is gaining increasing attention. However, no consensus has been reached regarding the impact of game-based vocabulary learning application (APP) on the vocabulary learning achievement, motivation, and self-confidence among Chinese EFL (English as a foreign language) students, so large a population that should never be neglected. To address the issues, a total of 70 college students in two groups participated in a quasi-experiment. One is the experimental group in which students received the game-based vocabulary learning; the other is the control group in which students received the conventional paper-based wordlist learning. Each group consisted of 35 students. The experiment was carried out to evaluate how the implementation of game-based vocabulary learning influences students’ vocabulary learning achievement, motivation, and self-confidence. In addition, a regression analysis was exploited to examine the influence of motivation and self-confidence on vocabulary achievement. Results demonstrated that the game-based vocabulary learning APP benefited students in vocabulary achievement, motivation, and self-confidence. Furthermore, learning self-confidence and motivation did not predict learning achievement. Implications of the study were also given.https://doi.org/10.1177/21582440211003092 |
spellingShingle | Rui Li Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence? SAGE Open |
title | Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence? |
title_full | Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence? |
title_fullStr | Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence? |
title_full_unstemmed | Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence? |
title_short | Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence? |
title_sort | does game based vocabulary learning app influence chinese efl learners vocabulary achievement motivation and self confidence |
url | https://doi.org/10.1177/21582440211003092 |
work_keys_str_mv | AT ruili doesgamebasedvocabularylearningappinfluencechineseefllearnersvocabularyachievementmotivationandselfconfidence |