JACIII Vol.21 No.6 pp. 963-970
doi: 10.20965/jaciii.2017.p0963


Mobile Game-Based Learning with a Mobile App: Motivational Effects and Learning Performance

Yu-Lan Huang*1,*2, Dian-Fu Chang*3, and Berlin Wu*4

*1International Language and Culture Center, Yuan Ze University
No. 135, Yuan-Tung Road, Chung-Li District, Taoyuan City 32003, Taiwan

*2Doctoral Program of Educational Leadership and Technology Management, College of Education, Tamkang University
No.151, Yingzhuan Road, Tamsui District, New Taipei City 25137, Taiwan

*3Graduate Institute of Educational Policy and Leadership, Tamkang University
No.151, Yingzhuan Road, Tamsui District, New Taipei City 25137, Taiwan

*4National Chengchi University
No.64, Section 2, Zhinan Road, Wenshan District, Taipei City 11605, Taiwan

December 15, 2016
March 31, 2017
October 20, 2017
mobile game-based learning (MGBL), mobile apps, ubiquitous learning, motivational effects, vocabulary acquisition

Goal: The use of mobile game-based learning with a mobile app in higher education aims to provide an interesting learning method which is acceptable and workable for university students in different majors and different gender to improve their English vocabulary acquisition. Objective: To analyze how, and to what extent, mobile game-based learning influences the participants’ learning performance and learning motivational effects. Experimental Setting: A mobile application game was employed to learn English vocabulary for a hundred university freshmen students from one private university in Northern Taiwan during the spring semester, 2016. Method: A pre-questionnaire and pre-test were carried out before the participants started using the app game for learning. A post-test and post-questionnaire were completed and analyzed after the 2-week experiment. Results: This paper reveals that mobile game-based learning is a workable and acceptable learning method for both female and male university students from different faculties. The results indicate that language teachers could benefit from collecting mobile educational applications and implementing the teaching via technology model into ubiquitous learning activities. The improvement between the pre-test and post-test showed the students’ positive learning performance.

Cite this article as:
Y. Huang, D. Chang, and B. Wu, “Mobile Game-Based Learning with a Mobile App: Motivational Effects and Learning Performance,” J. Adv. Comput. Intell. Intell. Inform., Vol.21 No.6, pp. 963-970, 2017.
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Last updated on May. 19, 2024