TY - JOUR
T1 - No student left behind
T2 - a collaborative and competitive game-based learning environment to reduce the achievement gap of EFL students in Taiwan
AU - Hung, Hui Chun
AU - Young, Shelley Shwu Ching
AU - Lin, Chiu Pin
N1 - Publisher Copyright:
© 2013, © 2013 Association for Information Technology in Teacher Education.
PY - 2015/1/1
Y1 - 2015/1/1
N2 - How to close the achievement gap in the classroom so that no student is left behind becomes one of the most important issues nowadays. This study aims to construct a collaborative and competitive game-based learning environment to improve English proficiencies and reduce the achievement gap for disadvantaged students. The Wireless Crossword Fan-Tan Game (WiCFG) system was implemented to provide teachers with an innovative approach to guide students’ learning through a positive involvement with the uses of tablet PCs. The experiment was conducted in an elementary school in Taiwan to investigate whether this approach would facilitate students’ learning effectiveness and interactions. Thirty sixth-grade students were randomly assigned into a control group and an experimental group. Both qualitative and quantitative data were collected from surveys, interviews, observations and video-recordings. The results indicate that integration of the WiCFG system in the collaborative and competitive game-based learning environment leads students to a better interaction between different levels of students. This innovative approach might have the potential to close the achievement gap for disadvantaged students. Moreover, some principles of the classroom strategy are suggested as guidelines.
AB - How to close the achievement gap in the classroom so that no student is left behind becomes one of the most important issues nowadays. This study aims to construct a collaborative and competitive game-based learning environment to improve English proficiencies and reduce the achievement gap for disadvantaged students. The Wireless Crossword Fan-Tan Game (WiCFG) system was implemented to provide teachers with an innovative approach to guide students’ learning through a positive involvement with the uses of tablet PCs. The experiment was conducted in an elementary school in Taiwan to investigate whether this approach would facilitate students’ learning effectiveness and interactions. Thirty sixth-grade students were randomly assigned into a control group and an experimental group. Both qualitative and quantitative data were collected from surveys, interviews, observations and video-recordings. The results indicate that integration of the WiCFG system in the collaborative and competitive game-based learning environment leads students to a better interaction between different levels of students. This innovative approach might have the potential to close the achievement gap for disadvantaged students. Moreover, some principles of the classroom strategy are suggested as guidelines.
KW - English vocabulary acquisition
KW - games
KW - interactive learning technology
KW - one-to-one technology-enhanced learning
UR - http://www.scopus.com/inward/record.url?scp=84922797068&partnerID=8YFLogxK
U2 - 10.1080/1475939X.2013.822412
DO - 10.1080/1475939X.2013.822412
M3 - 期刊論文
AN - SCOPUS:84922797068
SN - 1475-939X
VL - 24
SP - 35
EP - 49
JO - Technology, Pedagogy and Education
JF - Technology, Pedagogy and Education
IS - 1
ER -