Enhancing low achievers’ EFL learning with interactive digital technologies

Shu Yuan LIN*, Ming Puu CHEN, Li Chun WANG, Yu Ting KAO, Di ZOU, Haoran XIE

*Corresponding author for this work

Research output: Book Chapters | Papers in Conference ProceedingsConference paper (refereed)Researchpeer-review

5 Citations (Scopus)

Abstract

Interactive digital technology has great potentiality in providing life-like learning contexts and in-time interactions to facilitate language learning, especially for the low achievers. Contexts are essential for effective language learning. In this study, two types of digital interactive technologies, including interactive digital map (iMap) and augmented reality (AR), were employed to deliver and enhance contextualized learning experiences with gamified learning tasks for the low achievers’. The purpose of this study was to investigate the effects of type of technology-enhanced learning, including the iMap-enhanced learning and the AR-enhanced learning, on low achievers’ learning performance and attitude while learning from the gamified technology-enhanced contextualized EFL learning. A preliminary experiment showed that (a) the AR-enhanced learning group outperformed the iMap-enhanced learning group on learning performance, (b) all participants’ post attitudes toward the received technology-enhanced learning were significantly increased in all attitude aspects of confidence, preference, anxiety, attention, and learning strategy, and (c) both technology-enhanced learning group revealed similar positive in most attitude aspects, excepted that the AR group showed a higher degree of attention than the iMap group. It was concluded that technology-enhanced contextualized learning is effective in promoting learning attitudes and helping EFL learners achieve acceptable learning performance.

Original languageEnglish
Title of host publicationICCE 2019 - 27th International Conference on Computers in Education, Proceedings
EditorsMaiga Chang, Hyo-Jeong So, Lung-Hsiang Wong, Fu-Yun Yu, Ju-Ling Shih, Ivica Boticki, Ming-Puu Chen, Ali Dewan, Stian Haklev, Elizabeth Koh, Tomoko Kojiri, Kuo-Chen Li, Daner Sun, Yun Wen
PublisherAsia-Pacific Society for Computers in Education
Pages617-623
Number of pages7
ISBN (Electronic)9789869721431
Publication statusPublished - 19 Nov 2019
Externally publishedYes
Event27th International Conference on Computers in Education, ICCE 2019 - Kenting, Taiwan, Province of China
Duration: 2 Dec 20196 Dec 2019

Publication series

NameICCE 2019 - 27th International Conference on Computers in Education, Proceedings
Volume1

Conference

Conference27th International Conference on Computers in Education, ICCE 2019
Country/TerritoryTaiwan, Province of China
CityKenting
Period2/12/196/12/19

Funding

This study is supported in part by the National Science Council of the Republic of China under the grant MOST 106-2511-S-003 -018 -MY3.

Keywords

  • Augmented reality
  • English as a foreign language
  • Gamification
  • Language learning

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