| Literature DB >> 27547679 |
Anke Berns1, José-Luis Isla-Montes2, Manuel Palomo-Duarte2, Juan-Manuel Dodero2.
Abstract
In the context of European Higher Education students face an increasing focus on independent, individual learning-at the expense of face-to-face interaction. Hence learners are, all too often, not provided with enough opportunities to negotiate in the target language. The current case study aims to address this reality by going beyond conventional approaches to provide students with a hybrid game-based app, combining individual and collaborative learning opportunities. The 4-week study was carried out with 104 German language students (A1.2 CEFR) who had previously been enrolled in a first-semester A1.1 level course at a Spanish university. The VocabTrainerA1 app-designed specifically for this study-harnesses the synergy of combining individual learning tasks and a collaborative murder mystery game in a hybrid level-based architecture. By doing so, the app provides learners with opportunities to apply their language skills to real-life-like communication. The purpose of the study was twofold: on one hand we aimed to measure learner motivation, perceived usefulness and added value of hybrid game-based apps; on the other, we sought to determine their impact on language learning. To this end, we conducted focus group interviews and an anonymous Technology Acceptance Model survey (TAM). In addition, students took a pre-test and a post-test. Scores from both tests were compared with the results obtained in first-semester conventional writing tasks, with a view to measure learning outcomes. The study provides qualitative and quantitative data supporting our initial hypotheses. Our findings suggest that hybrid game-based apps like VocabTrainerA1-which seamlessly combine individual and collaborative learning tasks-motivate learners, stimulate perceived usefulness and added value, and better meet the language learning needs of today's digital natives. In terms of acceptance, outcomes and sustainability, the data indicate that hybrid game-based apps significantly improve proficiency, hence are indeed, effective tools for enhanced language learning.Entities:
Keywords: Collaborative learning; Digital native; Hybrid game-based app; Language learning; Learning; Learning needs; Motivation; Smart mobile device; Sustainability
Year: 2016 PMID: 27547679 PMCID: PMC4978647 DOI: 10.1186/s40064-016-2971-1
Source DB: PubMed Journal: Springerplus ISSN: 2193-1801
Fig. 1Exercise 1 focuses on the use of nouns (vocabulary) and their respective articles (grammar)
Fig. 2Exercise 2 focuses on the use of nouns (vocabulary) and their respective adjectives (grammar)
Fig. 3Exercise 3 focuses on indicating actions (grammar) and where they take place (vocabulary)
TAM survey results (all averages calculated on a Likert scale of 1–5)
| Questions | Average | Std dev. |
|---|---|---|
| 1. Mobile App content and design | ||
| 1.1 The app’s content is interesting | 4.47 | 0.70 |
| 1.2 The app’s content meets my learning needs | 4.32 | 0.82 |
| 1.3 The ongoing feedback provided by the app is very useful | 4.51 | 0.80 |
| 1.4 In general, I am satisfied with the content, design and quality of the app | 4.48 | 0.63 |
| 2. Perceived Usefulness | ||
| 2.1 The app was useful for learning new vocabulary | 4.83 | 0.48 |
| 2.2 The app helped me to improve my writing skills | 4.51 | 0.67 |
| 2.3 The app helped me to improve my reading skills | 4.27 | 0.81 |
| 2.4 The app was useful for learning to communicate more fluently in the target language | 4.26 | 0.48 |
| 2.5 The app helped me to improve my overall language skills | 4.55 | 0.68 |
| 3. Perceived Interaction | ||
| 3.1 The in-app text chat was effective for interacting with my game partners | 4.44 | 0.86 |
| 3.2 The app provides valuable opportunities to communicate and negotiate in the target language | 4.65 | 0.55 |
| 4. User Interface Design (UID) | ||
| 4.1 App layout/design make it very easy to use | 4.37 | 0.66 |
| 4.2 The interface makes it easy to read and understand the information | 4.34 | 0.65 |
| 4.3 The interface makes it easy to write | 3.79 | 0.95 |
| 4.4 In general, I am satisfied with the design of the interface. | 4.32 | 0.69 |
| 5. Perceived Ease of Use (PEU) | ||
| 5.1 The app was easy to use to play the mini-games (Levels 1–3) | 4.20 | 0.76 |
| 5.2 The app was easy to use to play the role-play game (Level 4) | 4.02 | 0.84 |
| 5.3 Overall, the app was easy to use | 4.41 | 0.76 |
| 6. Intention to Use Apps for Learning Purposes | ||
| 6.1 I would use this kind of app for more learning activities within the classroom | 4.38 | 0.80 |
| 6.2 I would use this kind of app for more learning activities outside the classroom | 4.58 | 0.62 |
| 6.3 I intend to use this kind of app more often to improve my language proficiency in German/other languages | 4.51 | 0.60 |
Focus group interview questions
| Question 1: | How was your experience with the app? |
| Question 2: | What did you like most about the app? |
| Question 3: | What was the app’s main challenge with regard to your language learning? |
| Question 4: | What does the app mean to your language learning? |
| Question 5: | Did the app engage you to study more beyond the classroom? |
| Question 6: | How did the app influence your opinion on using apps for your autonomous language learning? |
| Question 7: | What do you suggest to make the app more efficient for your language learning? |
Game structure and content
| Levels | Play-modes | Topics and vocabulary | Grammar | Language Skills | Tasks |
|---|---|---|---|---|---|
| 1–3 | Individual (offline) | Places and activities | Articles | Listening | Identifying places |
| Physical features and personal objects | Adjectives | Listening | Identifying personal objects and physical features | ||
| Body parts and personal characteristics | Verbs | Listening | Identifying body parts | ||
| 4 | Collaborative (online) | Witnesses and the serial killer | Articles, verbs and adjectives | Reading, listening and writing | Identifying witnesses and catching the serial killer |
Fig. 4Roles and tasks
Fig. 5A police officer scanning a QR code and a video-clip of witness delivering information
Fragment from an in-app chat conversation
| Sample player actions | Sample verbatim chat interaction |
|---|---|
| The Detective logs in and launches the game | [14:49] Server: |
| Police Officer 1 logs in and joins the game | [14:50] Server: |
| Police Officer 2 logs in and joins the game | [14:50] Server: |
| The Detective enters Clue 1 and shares it with the Police Officers | [14:50] Kommissar: |
| Police Officer 1 communicates he/she will investigate Clue 1 and looks for the location ( | [14:51] Polizist 1: |
| The Detective enters part of Clue 2 and shares it with the Police Officers | [14:51] Kommissar: |
| Police Officer 2 communicates he/she will investigate and looks for the location ( | [14:51] Polizist 2: |
| The Detective provides the officers with more details regarding the Clue 2 | [14:51] Kommissar: |
| Police Officer 1 uses the first clue to identify the witness and scans the QR code | [14:51] Server: |
| The server automatically confirms that the QR code is correct and delivers a video-clip providing meaningful information about the killer to the officer who has scanned the code | [14:51] Server: |
| Police Officer 2 uses the second clue to identify the witness and scans the QR code | [14:52] Polizist 2: |
| The server automatically confirms that the QR code is correct and delivers a video-clip providing meaningful information about the killer to Officer 2 | [14:52] Server: |
| Police Officer 1 enters the information about the killer from the video-clip and shares it with the Detective and Officer 2 | [14:52] Polizist 1: |
| Police Officer 2 enters the information about the killer from the video-clip and shares it with the Detective and Officer 1 | [14:52] Polizist 2: |
| The server automatically sends 2 new clues to the Detective regarding the location of two new witnesses | [14:52] Kommissar: |
| Police Officer 2 communicates he/she will investigate Clue 3 and looks for the location ( | [14:52] Polizist 2: |
| The Detective enters Clue 3 and shares it with the Police Officers | [14:53] Kommissar: |
| Police Officer 1 communicates he/she will investigate Clue 4 and looks for the location ( | [14:53] Polizist 1: |
| (…) | (…) |
| The server informs the players that all 12 witnesses have been identified | [15:03] Server: |
| The Detective still needs more information to identify the killer and asks the officers if the suspect has a weapon | [15:03] Kommissar: |
| Police Officer 2 doesn’t understand the German word for weapon and asks for clarification | [15:04] Polizist 2: |
| Police Officer 1 doesn’t understand either and asks what “Tatwaffe” means | [15:04] Polizist 1: |
| The Detective clarifies what “Tatwaffe” means by providing examples of different types of weapons in German | [15:05] Kommissar: |
| Police Officer 1 is still confused as well | [15:06] Polizist 1: |
| The Detective decides to take a guess and scans one of the QR codes on the suspect profile posters | [15:06] Kommissar: |
| The server confirms that the Detective not identified the serial killer | [15 |
Fig. 6Game architecture
Average pre-test and post-test scores
| Maximum score | Pre-test Average | Pre-test Std dev | Post-test average | Post-test Std dev | Average gain | Gain Std. dev. | |
|---|---|---|---|---|---|---|---|
| Pre-test/post-test total | 100 | 18.38 | 10.92 | 75.52 | 14.42 | 57.14 | 13.15 |
| Vocabulary total | 50 | 9.49 | 5.83 | 42.76 | 6.82 | 33.27 | 6.82 |
| Grammar total | 50 | 8.89 | 5.70 | 32.76 | 8.86 | 23.87 | 7.99 |
| Exercise 1 total | 20 | 2.77 | 2.16 | 15.26 | 3.71 | 12.49 | 3.65 |
| Exercise 1.V | 10 | 1.33 | 1.11 | 8.47 | 1.59 | 7.13 | 1.59 |
| Exercise 1.G | 10 | 1.44 | 1.20 | 6.79 | 2.34 | 5.35 | 2.35 |
| Exercise 2 total | 20 | 4.04 | 2.97 | 10.92 | 3.64 | 6.88 | 3.76 |
| Exercise 2.V | 10 | 3.45 | 2.41 | 8.07 | 2.76 | 4.62 | 3.51 |
| Exercise 2.G | 10 | 0.59 | 1.46 | 2.86 | 2.99 | 2.27 | 2.72 |
| Exercise 3 total | 20 | 6.03 | 3.25 | 18.82 | 2.53 | 12.79 | 3.95 |
| Exercise 3.V | 10 | 2.04 | 1.59 | 9.29 | 1.37 | 7.25 | 1.99 |
| Exercise 3.G | 10 | 3.99 | 2.20 | 9.53 | 1.31 | 5.54 | 2.45 |
Fig. 7Average vocabulary versus grammar gain
Fig. 8Vocabulary and grammar gains across exercises
Paired-sample statistics
| Mean | N | Std. Deviation | Std. Error mean | |
|---|---|---|---|---|
| Pair Pre-test | 18.38 | 104 | 10.920 | 1.071 |
| Post-test | 75.52 | 104 | 14.417 | 1.414 |
Paired-sample test
| Paired differences | 95 % confidence interval of the difference | t | df | Sig. (2-tailed) | ||||
|---|---|---|---|---|---|---|---|---|
| Mean | Std. Deviation | Std. error mean | Lower | Upper | ||||
| Pair Pre-test—Post-test | −57.13 | 13.14 | 1.28 | −59.69 | −54.57 | −44.31 | 103 | .000 |
Fig. 9Correlation between conventional writing task and pre-test scores
Average conventional writing task versus post-test scores
| Conventional writing task average | Conventional writing task Std. Dev. | Post-test average | Post-test Std. Dev. | Average Gain |
|---|---|---|---|---|
| 68.57 | 17.89 | 75.52 | 14.42 | 6.95 |
Fig. 10Correlation between conventional writing task scores and relative learning gain