| Literature DB >> 35370439 |
Kashif Ishaq1, Fadhilah Rosdi1, Nor Azan Mat Zin1, Adnan Abid2.
Abstract
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many other domains. However, most of these games are fun-based and lack a holistic design and development approach. Therefore, as a principal contribution, this research presents a theoretical model for designing language learning games in a cultural context. The proposed model combines the elements of sociocultural theory with the concepts and elements of gamification, keeping in view the requirements and educational settings, including level and mode of education, etc., to ensure the effectiveness and usability of the developed game. Subsequently, based on the proposed model, a Language Learning Game (LLG) has been designed and developed through a systematic process that involves game design, low-fidelity, and high-fidelity prototyping and its validation. The LLG has been evaluated comprehensively at different stages by incorporating standard methods. Whereby this research augments the existing set of heuristics by proposing a number of specialized heuristics for the evaluation of serious games to gauge their conformance to the cultural context. The evaluation results show that the game has overall usability scores of 90%. While the quasi-experiment-based pre-test and post-test have been conducted, the results reveal that the results obtained by LLG are statistically significantly better than adopted mobile application and traditional group.Entities:
Keywords: Digital games; Effectiveness; Gamification; Heuristic evaluation; Prototype; Serious game; Think-aloud
Year: 2022 PMID: 35370439 PMCID: PMC8964384 DOI: 10.1007/s10639-022-10999-5
Source DB: PubMed Journal: Educ Inf Technol (Dordr) ISSN: 1360-2357
Summary of Some Existing Applications, Games, and Evaluation Measures for Language Learning
| Source | Country / Culture | Aim | Game or App | Theory/Approach | Discussion |
|---|---|---|---|---|---|
| (Elaish et al., | Saudi Arab | English Vocabulary | Application | Sociocultural theory | The framework adopted sociocultural theory to develop English vocabulary application for Saudi cultural context students, but the model and application was not validated through any formal method (i.e., IRR / HE). |
| (Ashraf et al., | Iran | English Vocabulary | Online computer game | N/A | This study reported the usefulness of online games for vocabulary learning without any theory, model, or framework. The study used a quasi-experimental method to see the usefulness of games between the groups. |
| (Ibrahim, | Sudan | English language teaching | N/A | N/A | This study did not follow any theory or framework except to administer a questionnaire to see the improvement through games empirically. |
| (Chen, | China | English language learning | Application | Framework consisting theory and pedagogical dimension used | This study used a theoretical framework to evaluate social interactionist theory and affective filter hypotheses to evaluate English language learning applications. |
| (Zhang, | China | Practice Oral English | Application | N/A | An application was designed for oral English by the Chinese Science Tech company without following any model, framework, or theory, whereas a questionnaire was administered to see the effect of the application on English language learning. |
| (Hwang et al., | Taiwan | Listening and Speaking English | Application | N/A | This study proposed a game-based learning activity to enhance listening and speaking skills in a situational context. |
| (Meyer, | Denmark | Learning English online | Application | Theoretical framework (discussed only) | This study discussed a framework, also a game ‘Mingoville’ for user engagement, performance, and design in online English language teaching and learning. |
| (Vasileiadou, & Makrina, | Greece | English Vocabulary | Computer game | N/A | The purpose of the study was to see the effectiveness and motivation of computer games for the English language without any model, framework, or theory. |
| (Supuran, & Sturza, | Romania | English for environmental science | Online computer game | N/A | This study introduced a serious games toolbox for teachers to practice English for a specific purpose without a model, framework, or theory. |
| (Casañ Pitarch, | Spain | English grammar and Vocabulary | N/A | Theoretical background discussed only | This study explained the theoretical knowledge of grammar and vocabulary by discussing basic concepts of gamification and theoretical principles of language learning through video games. |
| (Lee et al., | Korea | Dialogue speaking | Game | N/A | This study discussed spoken dialog-based language learning games to communicate characters in post offices, libraries, shops, and streets. An experiment consisting of pre-test and post-test was conducted. |
| (Tshering et al., | Bhutan | Spellings | Game | N/A | This study presented a spelling game, ‘EDUBUZZ kids’, to develop another application for learning a national language. The author did not follow any model, framework, or theory for the purpose. |
| (Burlian et al., | Finland | Karelian language | Game | N/A | This research discussed a game prototype, ‘Let’s Learn Karelian’ for Finnic language in a culture without following a model, framework, or theory. |
Fig. 1KSGDM model for Serious game design in a cultural context
Experts Agreement Analysis
| No. | Components | EXPERT | AB | AC | AD | BC | BD | CD | Level of Agreement | No. of Agreements | |||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| A | B | C | D | ||||||||||
| 1 | Content | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 2 | Pronunciation | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 3 | Vocabulary | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 4 | Assessment | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 5 | SC Theory | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 6 | Goal Orientation | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 7 | Achievement | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 8 | Reinforcement | 1 | 1 | 0 | 1 | 1 | 0 | 1 | 0 | 1 | 0 | 3/6 | 3 |
| 9 | Fun Orientation | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 10 | Points | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 11 | Levels | 1 | 0 | 1 | 1 | 0 | 1 | 1 | 0 | 0 | 1 | 3/6 | 3 |
| 12 | Ranks | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 13 | Usability Guidelines | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 14 | Usability Testing | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 15 | Level of Education | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| 16 | Face to Face/Online | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 6/6 | 6 |
| Total | 90 | ||||||||||||
| 0.9 | |||||||||||||
| Inter-Rater Reliability (Mean): | 90% | ||||||||||||
Feedback for the KSGDM model
| No. | Element | Description |
|---|---|---|
| 1 | Content | Content used for game-based application should be extracted from the book issued by the authority. |
| 2 | Pronunciation | Pronunciation helps to understand the vocal sound of the word, which is an important element in the game. |
| 3 | Assessment | The assessment may be evaluated in difficulty level forms (easy, medium, and advanced). |
| 4 | Achievement | Achievements build the passion in the student to learn more. |
| 5 | Reinforcement | It enforces the student to recall the topic where mistakes were made. |
| 6 | Ranks | Ranks decide the students’ achievement. |
| 7 | Usability Guidelines | By following the usability guidelines, the game-based application will be robust. |
| 8 | Usability Testing | Game-based applications may be evaluated with proposed heuristics from teachers/experts and the students. |
Fig. 2Low-fidelity prototype of LLG. a Low fidelity-1. b Low fidelity-2. c Low fidelity-3. d Low fidelity-4. e Low fidelity-5. f Low fidelity-6
Fig. 3High-fidelity prototype of LLG. a Main Menu screen. b Learning Vowels. c Singular/Plural Assessment. d Parts of Speech. e Learning Comprehension. f Instruction after mistakes. g Result screen
Fig. 4Experimental Procedure
Pre-test result of all the groups
| Traditional Group | Experimental LND Group | Experimental Serious Game Group | |
|---|---|---|---|
| Average of Pronunciation | 4.35 | 4.3 | 4.5 |
| Average of Reading | 4.15 | 4.2 | 4.1 |
| Average of Comprehension | 5.35 | 3.95 | 4.05 |
| Average of Vocabulary | 3.6 | 3.9 | 3.5 |
Fig. 5Bar chart of all Pre-test group
Post-test result of all the groups
| Traditional Group | Experimental LND Group | Experimental Serious Game Group | |
|---|---|---|---|
| Average of Pronunciation | 4.4 | 5.05 | 7.6 |
| Average of Reading | 4.3 | 4.85 | 7.2 |
| Average of Comprehension | 4.4 | 4.75 | 7.5 |
| Average of Vocabulary | 4.1 | 4.95 | 6.5 |
Fig. 6Bar chart of all Post-test group
Descriptive of ANOVA
| N | Mean | Std. Deviation | Std. Error | 95% Confidence Interval for Mean | Min. | Max. | |||
|---|---|---|---|---|---|---|---|---|---|
| Lower Bound | Upper Bound | ||||||||
| Pre-test_T_ LND_SG | Traditional_Group | 20 | 17.4500 | 3.73427 | .83501 | 15.7023 | 19.1977 | 12.00 | 25.00 |
| LND | 20 | 16.1500 | 2.73909 | .61248 | 14.8681 | 17.4319 | 9.00 | 21.00 | |
| Serious_Game | 20 | 16.3500 | 2.20705 | .49351 | 15.3171 | 17.3829 | 13.00 | 20.00 | |
| Total | 60 | 16.6500 | 2.96776 | .38314 | 15.8833 | 17.4167 | 9.00 | 25.00 | |
| Post-test_T_ LND_SG | Traditional_Group | 20 | 17.2000 | 2.87640 | .64318 | 15.8538 | 18.5462 | 12.00 | 22.00 |
| LND | 20 | 19.6000 | 1.14248 | .25547 | 19.0653 | 20.1347 | 18.00 | 22.00 | |
| Serious_Game | 20 | 28.8000 | 1.47256 | .32927 | 28.1108 | 29.4892 | 27.00 | 33.00 | |
| Total | 60 | 21.8667 | 5.40391 | .69764 | 20.4707 | 23.2626 | 12.00 | 33.00 | |
ANOVA
| Sum of Squares | df | Mean Square | F | Sig. | ||
|---|---|---|---|---|---|---|
| Pre-test_T_ LND_SG | Between Groups | 19.600 | 2 | 9.800 | 1.117 | .334 |
| Within Groups | 500.050 | 57 | 8.773 | |||
| Total | 519.650 | 59 | ||||
| Post-test_T_ LND_SG | Between Groups | 1499.733 | 2 | 749.867 | 191.498 | .000 |
| Within Groups | 223.200 | 57 | 3.916 | |||
| Total | 1722.933 | 59 | ||||
Multiple Comparisons (Tukey HSD)
| Dependent Variable | (I) Treatment | (J) Treatment | Mean Difference | Std. Error | Sig. | 95% Confidence Interval | |
|---|---|---|---|---|---|---|---|
| Lower Bound | Upper Bound | ||||||
| Pre-test_T_ LND_SG | Traditional_Group | Serious_Game | 1.10000 | .93663 | .473 | −1.1539 | 3.3539 |
| LND | 1.30000 | .93663 | .354 | −.9539 | 3.5539 | ||
| LND | Traditional_Group | −1.30000 | .93663 | .354 | −3.5539 | .9539 | |
| Serious_Game | −.20000 | .93663 | .975 | −2.4539 | 2.0539 | ||
| Serious_Game | Traditional_Group | −1.10000 | .93663 | .473 | −3.3539 | 1.1539 | |
| LND | .20000 | .93663 | .975 | −2.0539 | 2.4539 | ||
| Post-test_T_ LND_SG | Traditional_Group | Serious_Game | −11.60000* | .62576 | .000 | −13.1058 | −10.0942 |
| LND | −2.40000* | .62576 | .001 | −3.9058 | −.8942 | ||
| LND | Traditional_Group | 2.40000* | .62576 | .001 | .8942 | 3.9058 | |
| Serious_Game | −9.20000* | .62576 | .000 | −10.7058 | −7.6942 | ||
| Serious_Game | Traditional_Group | 11.60000* | .62576 | .000 | 10.0942 | 13.1058 | |
| LND | 9.20000* | .62576 | .000 | 7.6942 | 10.7058 | ||
*. The mean difference is significant at the 0.05 level