The Effects of Incorporating a Competitive Game into E-reading on Academic English Vocabulary Learning: A Individual Difference Approach

Project Details

Description

The applicant proposed a joyful adaptable and adaptive English e-book in 2021. The results indicated that this digital learning could help students read English academic papers. However, English vocabulary used in their academic writing was limited. Additionally, they lacked motivation to memorize English vocabulary. To address these issues, we will develop a competitive academic English vocabulary learning platform in the proposed project. More specifically, the competitive academic English vocabulary learning platform will not only facilitate students to learn English vocabulary via e-reading, but also help them practice and memorize academic English vocabulary learnt from academic papers via a competitive game. In other words, the competitive English vocabulary learning platform will include multiple elements. On the other hand, diversities also exist among students. Thus, the proposed project will investigate how individual differences influence the use of the competitive academic English vocabulary learning platform, including gender differences, prior knowledge and cognitive styles. Finally, a dynamic learning model will be presented to illustrate the effects of individual differences and the evolution of the needs of various learners in the context of the competitive academic English vocabulary learning platform.
StatusFinished
Effective start/end date1/08/2231/01/24

UN Sustainable Development Goals

In 2015, UN member states agreed to 17 global Sustainable Development Goals (SDGs) to end poverty, protect the planet and ensure prosperity for all. This project contributes towards the following SDG(s):

  • SDG 4 - Quality Education

Keywords

  • Game based learning

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