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2024年11月22日 星期五

Game-Based Language Learning in Technological Contexts: An Integrated Systematic Review and Bibliometric Analysis

 技術情境中的遊戲式語言學習:綜合系統性文獻回顧與文獻計量分析


摘要

In the COVID-19 pandemic, delivering learning content to students via the use of technologies has become mainstream. Among various technology-supported learning modes, game-based language learning (GBLL) has been considered an effective approach to engaging learners in joyful and interactive contexts. This study aims to provide an overview of GBLL using bibliometric mapping analysis and coding analysis. This systematic review provides a scoping overview of empirical evidence on the use and impacts of games in language learning from 1989 to 2020. Based on a set of criteria retrieved from the Web of Science, 101 articles were analyzed. The coding analysis were three aspects to identify the research issues, performance issues, and interaction issues. Moreover, in a comprehensive review of the research on GBLL, insights are provided for educators and future research. The findings differing from those of previous reviews can serve as a reference for researchers on GBLL-related studies.

作者關鍵字

Bibliometric Mapping Analysis, Game-Based Learning, Language Education, Literature Review, TechnologySupported Learning

項目 內容摘要 (英文) 翻譯 (繁體中文)
研究背景與目的 Game-based language learning (GBLL) has gained attention due to its interactive and enjoyable contexts for language education. This study systematically reviews GBLL literature and uses bibliometric and coding analysis to identify research trends, issues, and impacts. 遊戲化語言學習(GBLL)因其互動性和趣味性的學習環境而受到關注。本研究系統回顧了相關文獻,並通過文獻計量和編碼分析探索研究趨勢、問題與影響。
研究方法 Systematic review and bibliometric analysis of 101 GBLL studies (1989–2020) using Web of Science database. Coding covered research methods, learner demographics, strategies, language acquisition, psychological states, game genres, and tools. 利用Web of Science資料庫,系統回顧1989-2020年間的101篇GBLL研究,並對研究方法、學習者特徵、策略、語言習得、心理狀態、遊戲類型與工具進行編碼分析。
主要結果 1. Quantitative methods dominated (70%). 2. English was the most targeted language (71%). 3. Vocabulary learning was the primary focus (49 studies). 4. Higher education and elementary education were the most studied demographics. 5. Computer-based games were the most used environment (69 studies). 1. 量化研究占主導地位(70%)。2. 英語是主要學習目標語言(71%)。3. 詞彙學習是主要研究焦點(49篇研究)。4. 高等教育和小學教育是最常研究的對象。5. 基於電腦的遊戲環境最常被使用(69篇研究)。
討論與建議 Emphasis on mobile and ubiquitous games is growing. Research should expand to other languages and focus on underexplored aspects like grammar, pronunciation, and listening. Greater attention is needed on cognitive load and qualitative methods. 行動和無處不在的遊戲正逐漸受到重視。未來研究應拓展至其他語言,並關注較少探索的領域,如語法、發音和聽力。同時需加強對認知負荷和質性研究的關注。
未來研究方向 1. Develop GBLL for less-studied languages. 2. Explore advanced technologies like AR/VR and metaverse for language learning. 3. Investigate the integration of GBLL into traditional classrooms. 4. Study the long-term impacts of GBLL on learners’ skills and motivation. 1. 開發針對較少研究語言的GBLL。2. 探索AR/VR和元宇宙等先進技術在語言學習中的應用。3. 研究GBLL與傳統課堂的整合方式。4. 探討GBLL對學習者技能與動機的長期影響。

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Cite Article

Hwang, G.-J., Chen, P.-Y., Chu, S.-T., Chuang, W.-H., Juan, C.-Y., & Chen, H.-Y. (2023). Game-based language learning in technological contexts: An integrated systematic review and bibliometric analysis. International Journal of Online Pedagogy and Course Design, 13(1). https://doi.org/10.4018/IJOPCD.316184

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