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A MOBILE TREASURE HUNT GAME FOR LANGUAGE LEARNING (CROSBI ID 725754)

Prilog sa skupa u zborniku | izvorni znanstveni rad | međunarodna recenzija

Boras, Bartol ; Jagušt, Tomislav A MOBILE TREASURE HUNT GAME FOR LANGUAGE LEARNING // EDULEARN22 Proceedings. International Academy of Technology, Education and Development (IATED), 2022. str. 5029-5033 doi: 10.21125/edulearn.2022.1200

Podaci o odgovornosti

Boras, Bartol ; Jagušt, Tomislav

engleski

A MOBILE TREASURE HUNT GAME FOR LANGUAGE LEARNING

In this paper, we present the results of our research in the field of digital game-based foreign language learning. To improve student engagement and interest in learning the English language, a mobile treasure hunt themed game was developed, and a preliminary trial was conducted with a group of third-grade students. In a game, which combined both, digital and physical in-class and outdoor activities, students were asked to solve a series of small English learning-related tasks using tablet computers. Each task carried an educational component, e.g., students needed to find an English word for a given object, correct wrong spelling, connect matching words, take a photo of an object whose English name they were given, etc. While students played the game, the teacher monitored their progress and was able to accept or reject descriptive or photo answers, guiding the whole activity. Besides data collected from the game activity log, a focus group was organized to gather additional information and student attitudes toward this type of technology- enhanced learning. This research provided valuable insight into the whole learning process combining the virtual and physical worlds using a custom-made mobile game application. Our findings suggest that a digital game-based approach to foreign language learning has strong potential to improve student interest and engagement, which could, eventually, lead to more successful learning. However, for optimal results, it is necessary to maintain the balance between the educational and game elements of the activities.

technology-enhanced learning, game-based learning, language learning, interest, engagement

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Podaci o prilogu

5029-5033.

2022.

objavljeno

10.21125/edulearn.2022.1200

Podaci o matičnoj publikaciji

EDULEARN22 Proceedings

International Academy of Technology, Education and Development (IATED)

2340-1117

Podaci o skupu

14th Annual International Conference on Education and New Learning Technologies (EDULEARN22)

predavanje

04.07.2022-06.07.2022

Palma de Mallorca, Španjolska

Povezanost rada

Računarstvo

Poveznice