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L2 learning outcomes of a research-based digital app for Japanese children
Studies in Second Language Acquisition ( IF 4.2 ) Pub Date : 2024-03-18 , DOI: 10.1017/s0272263124000147
Hee Jin Bang , Eric Setoguchi , Alison Mackey , Akiko Fujii

Digital educational game-based apps can be effective in helping young children develop language skills, particularly when paired with formal instruction. However, we need to know more about how educational games benefit learning in the absence of formal instruction, given children’s proficiency with and willingness to use mobile devices anytime, anywhere. This study uses a randomized controlled trial design to investigate the impact of a digital app—ABCmouse English—on L2 learning of seven- and eight-year-old Japanese children over a 16-week period. Pre- and post-assessments of the children’s English proficiency, together with an analysis of when and how they played with the app, were used to shed light on the relationship between the children’s in-app game choices and their language learning outcomes. Surveys and interviews with parents provide qualitative insights and information about the experiences of children and their families while using the app and its impact on their development as language learners.



中文翻译:

针对日本儿童的基于研究的数字应用程序的 L2 学习成果

基于数字教育游戏的应用程序可以有效帮助幼儿发展语言技能,特别是与正式教学结合使用时。然而,考虑到孩子们随时随地熟练使用移动设备,我们需要更多地了解教育游戏如何在没有正式指导的情况下有益于学习。本研究采用随机对照试验设计来调查数字应用程序ABCmouse English在 16 周内对 7 岁和 8 岁日本儿童的第二语言学习的影响。对孩子们英语水平的事前和事后评估,以及对他们玩应用程序的时间和方式的分析,被用来揭示孩子们的应用程序内游戏选择和他们的语言学习成果之间的关系。对家长的调查和访谈提供了有关儿童及其家庭在使用该应用程序时的体验及其对语言学习者发展的影响的定性见解和信息。

更新日期:2024-03-18
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