학술논문

Applying Game-Based Learning to Improve English Abilities: A Meta-Analysis Study
Document Type
Conference
Source
2022 IEEE 2nd International Conference on Educational Technology (ICET) Educational Technology (ICET), 2022 IEEE 2nd International Conference on. :56-60 Jun, 2022
Subject
Computing and Processing
Educational technology
Writing
Hybrid learning
game-based learning
English skills
teaching system design
meta-analysis
Language
Abstract
This study adopted the meta-analysis method to explore the effectiveness of game-based learning in cultivating English abilities from four aspects: teaching objectives, learners, teaching strategies, and environment. Based on the analysis of 39 independent experiments, this study found that game-based learning has a moderately positive effect on English learning (combined effect value 0.558). From the perspective of teaching objectives, gamification is effective in the cultivation of various English skills, but it has a weak effect on writing. From the perspective of learners, gamification is beneficial to English learning for learners from university, middle school, and primary school. From the perspective of teaching strategies, gamification is more effective in the English study stage. From the perspective of the learning environment, gamification of English learning can promote the learning effect whether offline learning, online learning, or blended learning. Finally, based on the above conclusions, five suggestions on game-based English learning are put forward.