The Influences of Game-Based Animated E-Book on Academic English Learning: an Individual Difference Approach(2/3)

Project Details

Description

Past research indicated that digital learning tools are useful to English learning but such research emphasizes on general English. On the other hand, there is a lack of studies to help research students and young scholars learn academic English with digital learning tools. To this end, this project integrates the features of animation, digital games and e-book to develop game-based animated e-book, which can help research students and young scholars enhance the abilities of listening, speaking, reading and writing activities. On the other hand, individual differences existed among disabled people so a series of empirical studies will be conducted to investigate how individual differences affect the reactions of research students and young scholars to the game-based animated e-book, including learning performance, learning behavior and learning perceptions. The results from the empirical studies will be employed to create two outputs: (1) Dynamic Learning Models and (2) Design Guidelines. The dynamic learning models are presented as graphic-based descriptions to illustrate the needs of diverse learners while design guidelines can help designers develop game-based animated e-books that can accommodate the needs and preference s of various learners.
StatusFinished
Effective start/end date1/08/2031/07/21

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
  • SDG 17 - Partnerships for the Goals

Keywords

  • Digital Games
  • Individual Differences
  • E-book
  • English Learning

Fingerprint

Explore the research topics touched on by this project. These labels are generated based on the underlying awards/grants. Together they form a unique fingerprint.