2021
DOI: 10.1080/09588221.2021.2008979
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Primary school students’ foreign language anxiety in collaborative and individual digital game-based learning

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Cited by 11 publications
(5 citation statements)
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“…Regarding the first research question, our results demonstrated that most GBLL studies were conducted under the cognitive, social, linguistic and other theoretical frameworks, because researchers may consider building their studies on these frameworks to better explain the interplay between GBLL's gamification features and language learning outcomes. That is, in most studies, researchers who used GBLL aim to enhance learners' cognitive (e.g., flow experience, Li et al, 2021; motivation, Li, 2023a; Meng & Li, 2023; cognitive load, Li, 2021), social interactive (e.g., situated learning, Khodabandeh, 2023; Activity Theory, Yang et al, 2021; social constructivism, Hwang et al, 2017) and linguistic outcomes (e.g., Li, 2022c, 2023b, 2024), among others. Additionally, 29 studies did not ground their studies on any theoretical frameworks.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Regarding the first research question, our results demonstrated that most GBLL studies were conducted under the cognitive, social, linguistic and other theoretical frameworks, because researchers may consider building their studies on these frameworks to better explain the interplay between GBLL's gamification features and language learning outcomes. That is, in most studies, researchers who used GBLL aim to enhance learners' cognitive (e.g., flow experience, Li et al, 2021; motivation, Li, 2023a; Meng & Li, 2023; cognitive load, Li, 2021), social interactive (e.g., situated learning, Khodabandeh, 2023; Activity Theory, Yang et al, 2021; social constructivism, Hwang et al, 2017) and linguistic outcomes (e.g., Li, 2022c, 2023b, 2024), among others. Additionally, 29 studies did not ground their studies on any theoretical frameworks.…”
Section: Discussionmentioning
confidence: 99%
“…The most frequently reported benefits were enhancing four language skills, communicative skills, perceptions and learning attitudes. It could be well documented that GBLL could not only facilitate K‐12 students' listening (Hwang et al, 2017), speaking (e.g., Khodabandeh, 2023; Wu et al, 2014), reading (e.g., Hooshyar et al, 2017; Serra & Gilabert, 2021), writing (e.g., Allen et al, 2014; Chang et al, 2021), grammar (e.g., Chu et al, 2019; Kasprowicz et al, 2019), and vocabulary (e.g., Chen et al, 2021; Elaish et al, 2019); but also support instant feedback and collaborative learning (e.g., Lawrence & Sherry, 2021; Wen, 2021), improve K‐12 students' attention span (e.g., Yu & Tsuei, 2022), decrease their negative emotions, e.g., anxiety, high cognitive load and fear of failure (e.g., Hsu, 2019; Raffone, 2022; Yang et al, 2021), and provide authentic learning contexts (e.g., Dalton & Devitt, 2016; Lan, 2015), among others. Various challenges should be cautioned as well, such as technical issues, difficult learning tasks, high cognitive load and anxiety, and difficulty in integrating GBLL into K‐12 curriculum.…”
Section: Discussionmentioning
confidence: 99%
“…Despite these challenges, the study presents compelling evidence supporting the use of digital games in foreign language education. Hence, it is crucial for researchers and practitioners to further explore this field, identifying best Focus on ELT www.focusonelt.com practices for the design and implementation of digital game-based language programs (Yang et al 2021).…”
Section: Discussionmentioning
confidence: 99%
“…For instance, Huang et al (2010) defined digital game-based learning as a "serious" activity in which players' decisions contribute to achieving learning objectives; these game-based learning experiences are enhanced by immersion in complex environments made possible by digital technologies. Yang et al (2021) described digital game-based learning as a ubiquitous instructional strategy that creates a stress-free learning environment. Additionally, they argued for coordinating collaborative learning with game-based learning to form a new strategy that aims to help learners develop language fluency and collaborative problem-solving skills.…”
Section: Game-mediated Second and Foreign Language Practices Definedmentioning
confidence: 99%