![](https://editlib-media.s3.amazonaws.com/sources/ELEARN.png)
Using Digital Game-Based Learning to Increase Vocabulary Fluency and Motivation
PROCEEDING
Mary Lasater, Shahzad Vafa, University of Houston-Victoria, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Las Vegas, NV, United States ISBN 978-1-939797-35-3 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
Abstract
This paper reports the findings of a pilot study using a digital game-based learning module (DGBL) designed to increase pre-service teachers’ vocabulary fluency of one competency area covered on a state teacher certification exam. Findings revealed that DGBL was an effective learning tool that motivated students to complete the module as well as increase their fluency rates. Outcomes justify creating additional DGBL modules for test preparation.
Citation
Lasater, M. & Vafa, S. (2018). Using Digital Game-Based Learning to Increase Vocabulary Fluency and Motivation. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 690-693). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). Retrieved August 9, 2024 from https://www.learntechlib.org/primary/p/185317/.
© 2018 Association for the Advancement of Computing in Education (AACE)
References
View References & Citations Map- Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Technology and Society, 21(2), 74-8.
- Hainey, T., Connolly, T.M., Boyle, E.A., Wilson, A., & Razak, A. (2016). A Systematic literature review of gamesbased learning empirical evidence in primary education. Computers & Education, 102(2016), 202-223.
- Linehan, C., Kirman, B., Lawson, S., & Chan, G. (2011). Practical, appropriate, empirically-validated guidelines for designing educational games. Proceedings of the ACM Annual Conference on Human Factors in Computing-692-E-Learn 2018-Las Vegas, NV, United States, October 15-18, 2018
- Shrum, L. & Summerfield, S. (2018). Gamification and digital-based learning. In L. Shrum & S. Summerfield (Eds). Learning supercharged: Digital age strategies and insights from the edtech frontier (pp. 65-80). International
- Warren, S.J., Dondlinger, M.J., McLeod, J. And Bigenho, C. (2012). Opening the door: An evaluation of the efficacy of a Problem Based learning Game. Computers & Education, (58), 397-412.
- Ying, M.H., Yang, K.T., Deng, G.H. (2012). Development of a multiplayer online game-based learning system based on ARCS Motivation Model. Proceeding of the 2012 Sixth International Conference on Genetic and Evolutionary Computing, Japan, 589-594.
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to ReferencesSlides
- presentation_3087_53789.pptx (Access with Subscription)
- E_learn_2018_Gaming_Motivation_Slides__53789.pptx (Access with Subscription)