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.
|Effective start/end date||1/08/21 → 31/07/22|
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):