Game-based vocabulary learning in China and Hong Kong : students’ evaluation of different word learning APPs

Di ZOU, Fu Lee WANG, Haoran XIE*, Lucas KOHNKE

*Corresponding author for this work

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

2 Citations (Scopus)

Abstract

The present research firstly investigated how Chinese and Hong Kong students evaluated five commonly used word learning APPs. Data concerning their perceptions and experience of using these APPs were collected through interviews and questionnaire surveys. Questions concerning their expectations of effective word learning APPs were also asked. The collected data were coded and analyzed to identify common features or points mentioned by the students. The results showed that students highly value features like enabling users to choose specific target groups of words, having vivid visual aids, providing pronunciations, detailed and accurate definitions and examples, and allowing users to interact with other users. The second part of this research asked the students to compare a wording learning APP developed by The Hong Kong Polytechnic University to the APPs that they had used previously, evaluating the advantages and disadvantages of different word learning APPs. The results of the research are consistent with Zou’s (2016,2017) arguments that the availability of various aspects of word knowledge are conducive to effective word learning as it promotes greater degree of elaboration on the target vocabulary. Moreover, the results support Zou and Xie’s (2018) argument that personalized learning is essential to learner engagement and learning effectiveness.
Original languageEnglish
Title of host publicationTechnology in Education : Innovative Solutions and Practices : Third International Conference, ICTE 2018, Hong Kong, China, January 9-11, 2018, revised selected papers
EditorsSimon K. S. CHEUNG, Jeanne LAM, Kam Cheong LI, Oliver AU, Will W. K. MA, Wai Shing HO
Place of PublicationSingapore
PublisherSpringer Nature Singapore Pte Ltd.
Pages44-55
Number of pages12
ISBN (Electronic)9789811300080
ISBN (Print)9789811300073
DOIs
Publication statusPublished - 2018
Externally publishedYes
Event3rd International Conference on Technology in Education - Caritas Institute of Higher Education, Hong Kong, Hong Kong
Duration: 9 Jan 201811 Jan 2018
http://icte2018.cihe.edu.hk/

Publication series

NameCommunications in Computer and Information Science
PublisherSpringer
Volume843
ISSN (Print)1865-0929
ISSN (Electronic)1865-0937

Conference

Conference3rd International Conference on Technology in Education
Abbreviated titleICTE 2018
CountryHong Kong
CityHong Kong
Period9/01/1811/01/18
Internet address

Bibliographical note

This study was fully supported by the Start-Up Research Grant (RG 54/2017-2018R) of the Education University of Hong Kong and a grant from Research Grants Council of Hong Kong Special Administrative Region, China (UGC/FDS11/E03/16).

Keywords

  • Game-based vocabulary learning
  • Word learning APPs Degree of elaboration
  • Personalized learning

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    ZOU, D., WANG, F. L., XIE, H., & KOHNKE, L. (2018). Game-based vocabulary learning in China and Hong Kong : students’ evaluation of different word learning APPs. In S. K. S. CHEUNG, J. LAM, K. C. LI, O. AU, W. W. K. MA, & W. S. HO (Eds.), Technology in Education : Innovative Solutions and Practices : Third International Conference, ICTE 2018, Hong Kong, China, January 9-11, 2018, revised selected papers (pp. 44-55). (Communications in Computer and Information Science; Vol. 843). Springer Nature Singapore Pte Ltd.. https://doi.org/10.1007/978-981-13-0008-0_5