词汇
功能可见性
医疗保健
计算机科学
外语
词汇发展
语言习得
心理学
控制(管理)
多媒体
数学教育
教学方法
人工智能
人机交互
语言学
经济增长
哲学
经济
作者
Ali Soyoof,Barry Lee Reynolds,Rustam Shadiev,Boris Vázquez-Calvo
标识
DOI:10.1080/09588221.2021.2021242
摘要
While the study of serious games has received due attention, few studies have investigated their potentials of simultaneously offering a route to both content and language acquisition. Understanding the interdisciplinary educational affordance of serious game play is significant, as it might provide game designers and teachers with insight into how to best design and implement serious games. In our study, the serious game Saving Lives was used to teach healthcare knowledge and English vocabulary to Iranian nursing students in an experimental group (N = 80), while control group students were taught healthcare knowledge and English vocabulary using traditional methods (N = 80). Using a mixed-methods approach (pre- and post-tests, an open- and closed-ended questionnaire), intentional content learning, incidental vocabulary acquisition, and learners' perceptions of digital game play were investigated. Results showed statistically significant improvement in participants' healthcare knowledge and incidental vocabulary acquisition in the experimental group compared to the control group. Vocabulary and content knowledge gains in the experimental group were the result of students' positive attitudes toward game play, the multimodal contextual clues provided during game play, and repetitive exposure to target words in the game instructions. Using serious games to integrate content and language teaching for specific purposes, such as nursing, was found to be both a viable option for teachers and a preferable medium for fostering students' learning and engagement.Supplemental data for this article is available online at https://doi.org/10.1080/09588221.2021.2021242 .
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