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      A Coexistence of Lexical-Chunk and a Mobile-Game: A Learning Environment to Improve EFL Learners’ Language Performance and Self-Regulated Learning

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      https://www.riss.kr/link?id=A105120267

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      다국어 초록 (Multilingual Abstract)

      As a smart-phone game can be utilized as a learning tool in order to accumulate language information outside the classroom, this case study explored a game combined learning environment to promote EFL undergraduates’ self-regulated learning (SRL) behaviors such as self-monitoring or self-study by drawing interests about the target language into a virtual space. In particular, its objective was to analyze the effect of lexical-chunk game-based learning (LCGBL) using a digital game Catch It-English on the EFL learners’ self-regulation and language performance. While the EFL learners (n = 37) regularly participated in game-play with peers, they could experience collaborative learning through the exchange of question-cards asking about the arrangement of lexical chunks for sentence formulation and self-review their outcomes. Then, in class, they were encouraged to build upon their spoken and written outputs using the instructor’s multi-word scaffolding resources. With quantitative and qualitative analyses, the results through multiple-regression analysis revealed that learners’ efficacy and motivation were the key components for activating SRL among psychological aspects through LCGBL. Above all, this learning model may be an empirical prototype to improve language proficiency by integrating the advantages of lexical-chunks into off-class game activities and in-class learning.
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      As a smart-phone game can be utilized as a learning tool in order to accumulate language information outside the classroom, this case study explored a game combined learning environment to promote EFL undergraduates’ self-regulated learning (SRL) be...

      As a smart-phone game can be utilized as a learning tool in order to accumulate language information outside the classroom, this case study explored a game combined learning environment to promote EFL undergraduates’ self-regulated learning (SRL) behaviors such as self-monitoring or self-study by drawing interests about the target language into a virtual space. In particular, its objective was to analyze the effect of lexical-chunk game-based learning (LCGBL) using a digital game Catch It-English on the EFL learners’ self-regulation and language performance. While the EFL learners (n = 37) regularly participated in game-play with peers, they could experience collaborative learning through the exchange of question-cards asking about the arrangement of lexical chunks for sentence formulation and self-review their outcomes. Then, in class, they were encouraged to build upon their spoken and written outputs using the instructor’s multi-word scaffolding resources. With quantitative and qualitative analyses, the results through multiple-regression analysis revealed that learners’ efficacy and motivation were the key components for activating SRL among psychological aspects through LCGBL. Above all, this learning model may be an empirical prototype to improve language proficiency by integrating the advantages of lexical-chunks into off-class game activities and in-class learning.

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      참고문헌 (Reference)

      1 Schmitt, N., "Vocabulary: Description, acquisition and pedagogy" Cambridge University Press 199-227, 1997

      2 Gu, Y., "Vocabulary learning strategies and language learning outcomes" 64 (64): 643-679, 1996

      3 Sabourin, J. L., "Understanding and predicting student self-regulated learning strategies in game-based learning environments" 23 (23): 94-114, 2013

      4 Tuttle, H. G., "Transform modern language learning" 42 (42): 39-42, 2013

      5 "Tower of Babel Alternative Reality Game (ARG) [Computer software]"

      6 Koster, R., "Theory of fun for game design" O’Reilly Media 2013

      7 Prensky, M., "The motivation of game play : The real twenty first century learning revolution" 10 (10): 5-11, 2002

      8 Lewis, M., "The lexical approach: The state of ELT and a way forward" Language Teaching 1993

      9 Dimitrios Vlachopoulos, "The effect of games and simulations on higher education: a systematic literature review" Springer Nature 14 (14): 2017

      10 Griffths, M., "The educational benefits of videogames" 20 (20): 47-51, 2002

      1 Schmitt, N., "Vocabulary: Description, acquisition and pedagogy" Cambridge University Press 199-227, 1997

      2 Gu, Y., "Vocabulary learning strategies and language learning outcomes" 64 (64): 643-679, 1996

      3 Sabourin, J. L., "Understanding and predicting student self-regulated learning strategies in game-based learning environments" 23 (23): 94-114, 2013

      4 Tuttle, H. G., "Transform modern language learning" 42 (42): 39-42, 2013

      5 "Tower of Babel Alternative Reality Game (ARG) [Computer software]"

      6 Koster, R., "Theory of fun for game design" O’Reilly Media 2013

      7 Prensky, M., "The motivation of game play : The real twenty first century learning revolution" 10 (10): 5-11, 2002

      8 Lewis, M., "The lexical approach: The state of ELT and a way forward" Language Teaching 1993

      9 Dimitrios Vlachopoulos, "The effect of games and simulations on higher education: a systematic literature review" Springer Nature 14 (14): 2017

      10 Griffths, M., "The educational benefits of videogames" 20 (20): 47-51, 2002

      11 Sharples, M., "The Sage handbook of E-learning research" Sage 221-247, 2007

      12 Madden, M., "Teens and technology 2013" Pew Research Center's Internet & American Life Project

      13 Sharples, M., "Technology-enhanced learning: Principles and products" Springer 233-249, 2009

      14 Ozonur, M., "Social presence and motivation in online environments : Second Life versus the Enocta learning management system/Adobe Connect" 34 (34): 1-14, 2018

      15 Boyd, D. M., "Social network sites : Definition, history and scholarship" 13 (13): 210-230, 2007

      16 Lave, J., "Situated learning: Legitimate peripheral participation" University of Cambridge University Press 1991

      17 Brown, J. S., "Situated cognition and the culture of learning" 18 (18): 32-42, 1989

      18 Chi, M. T. H., "Selfexplanations : How student study and use examples in learning to solve problems" 13 (13): 145-182, 1989

      19 Linden Lab, "Second Life [Computer software]"

      20 Wesche, M. B., "Reading-based exercise in second language vocabulary learning : An introspective study" 84 (84): 196-213, 2000

      21 Carroll, D., "Psychology of language" Wadsworth/Thomson Learning 2008

      22 Long, Y., "Proceedings of the International Conference on Artifical Intelligence in Education (AIED-2013)" Springer 219-228, 2013

      23 Shabalina, O., "Proceedings of the 8th European Conference on Games Based Learning" Academic Conferences and Publishing International Limited 528-536, 2014

      24 Sabourin, J. L., "Proceedings of the 15th International Conference on Artificial Intelligence and Education" Springer Nature 534-536, 2011

      25 OECD, "Population with tertiary education"

      26 Engeström, Y., "Perspectives on activity theory" Cambridge University Press 19-38, 1999

      27 Chih-Ming, C., "Personalised context-aware ubiquitous learning system for supporting effective English vocabulary learning" 18 (18): 341-364, 2010

      28 Atkinson, R. C., "Optimizing the learning of a second-language vocabulary" 96 (96): 124-129, 1972

      29 Lange, C., "Opportunities and lessons from informal and non-formal learning : Applications to online environments" 3 (3): 1330-1336, 2015

      30 Johnson, L., "NMC horizon report: 2015higher education" The New Media Consortium 2015

      31 Habgood, M. P. J., "Motivating children to learn effectively : Exploring the value of intrinsic integration in educational games" 20 (20): 169-206, 2011

      32 Bahrani, T., "Mobile phones: Just a phone or a language learning device?" 7 (7): 244-248, 2011

      33 Laurillard, D., "Mobile learning: Towards a research agenda" WLE Centre, IOE 153-175, 2007

      34 Gallagher, M. S., "Mobile learning and higher education: Case studies in practice" Routledge 136-147, 2017

      35 Nattinger, J. R., "Lexical phrases and language teaching" Oxford University Press 1992

      36 Wang, M., "Knowledge visualization for learning and knowledge management" 14 (14): 28-42, 2011

      37 Schmitt, N., "Key concepts in ELT" 54 (54): 400-401, 2000

      38 Hadfield, J., "Intermediate communication games: A collection of games and activities for low to mid intermediate students of English" Longman 1990

      39 Hudson, M., "Interacting with presence: HCI and the sense of presence in computer-mediated environment" De Gruyter Open 83-101, 2014

      40 Halliday-Wynes, S., "Informal learning: At a glance"

      41 Harp, S., "How seductive details do their damage : A theory of cognitive interest in science learning" 90 (90): 414-434, 1998

      42 Schunk, D. H., "Hand book of self-regulation for learning and performance" Taylor & Francis 2011

      43 Mayer, B., "Game-based learning, SE technology enhanced learning:Psychological foundations and current trends [Presentation file]"

      44 Barab, S. A., "From practice fields to communities of practice" 1-33, 2000

      45 Kebritchi, M., "Examining the pedagogical foundations of modern educational computer games" 51 (51): 1729-1743, 2008

      46 Kiili, K., "Evaluations of an experiential gaming model" 2 (2): 187-201, 2006

      47 Arnon, I., "Encyclopedia language development" Sage 88-90, 2014

      48 Yang, J. C., "Effects of online presence on learning performance in a blog-based online course" 30 : 11-20, 2016

      49 Cho, M. H., "Does documenting the regulation process on a blog enhance pre-service teachers’ self-and co-regulation in a collaborative project?" 33 (33): 166-179, 2017

      50 Mitgutsch, K., "Digital play-based learning : A philosophical-pedagogical perspective on learning and playing in computer games" 9 (9): 18-36, 2008

      51 Reinders, H., "Digital games in language learning and teaching" Palgrave Macmillan 2012

      52 Van Eck, R., "Digital game-based learning: It’s not just the digital natives who are restless" 41 (41): 16-30, 2006

      53 Prensky, M., "Digital game-based learning" Paragon House 2013

      54 Intellimedia Group, "Crystal Island: Lost investigation [Online educational game]"

      55 Kukulska-Hulme, A., "Charting unknown territory : Models of participation in mobile language learning" 4 (4): 116-129, 2010

      56 NXC’s TomTimStudio, "Catch It-English (Version 6.5.1) [Mobile application software]"

      57 Winters, N., "Big issues in mobile learning" University of Nottingham 7-11, 2006

      58 Zimmerman, B. J., "Becoming a self-regulated learner : An overview" 41 (41): 64-70, 2002

      59 Malone, T. W., "Aptitude, learning, and instruction Vol. 3" Lawrence Erlbaum 223-253, 1987

      60 Lie, Q., "An empirical study on the application of lexical chunk to college English writing" 5 (5): 682-688, 2014

      61 Connolly, T. M., "An alternate reality game for language learning: ARGuing for multilingual motivation" 57 (57): 1389-1415, 2011

      62 Simoes, J., "A social gamification framework for a K-6 learning platform" 29 (29): 345-353, 2013

      63 Shih, Y. -C., "A collaborative virtual environment for situated language learning using VEC3D" 11 (11): 56-68, 2008

      64 Today’s parent, "8 cozy hot drinks [Image file]"

      65 Gutierrez, K., "5 killer eLearning tips to help you dominate content chunking [Image]"

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2027 평가예정 재인증평가 신청대상 (재인증)
      2021-03-01 학술지명변경 한글명 : 영상영어교육(STEM Journal) -> 영상영어교육
      외국어명 : STEM Journal -> Journal of English Teaching through Movies and Media
      KCI등재
      2021-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2018-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2015-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2011-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2008-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2007-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2005-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.81 0.81 0.72
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.77 0.73 0.651 0.29
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