Skip to main content

The Effect on Students’ Learning Efficacy by Using Self-regulated Learning Combined with Game-Based Learning in Learning Idioms

  • Conference paper
  • First Online:
Innovative Technologies and Learning (ICITL 2022)

Abstract

Idiom’s teaching has always been an important course in Chinese. But there are no specifically designed idioms teaching in current elementary school Chinese courses. Usually, the Idioms teaching is only part of supplementary materials in vocabularies teaching. Therefore, without full guidance from teachers, students can only learn idioms through repetition and memorization, causing their low interest in learning idioms. Therefore, how to enhance students’ motives and pique their interests to learn idioms, and how to help them memorize idioms better, is a very important topic. The purpose of this study is to understand the learning effects of students learning idioms through self-regulated learning combined with game-based learning. First, students are taught the strategy of self-regulated learning, so they can set their own learning goals, choose teaching materials they like and the way they’d like to learn, and arrange learning time. In the process teachers will guide students to learn idioms through the game-system or books, record students’ learning situation and process. Finally, students are allowed to sort out the learned materials so they can review them whenever they like. The result of this research shows that through the strategy of self-regulated learning combined with game-based learning, students’ grades have greatly improved, indicating that this learning model is better than traditional way, and can provide substantial enhancement in learning effect.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Bandura, A.: The explanatory and predictive scope of self-efficacy theory. J. Clin. Soc. Psychol. 4, 359–373 (1986)

    Article  Google Scholar 

  2. Chu, H.C., Chen, J.M., Yang, K.H., Lin, C.W.: Development and application of a repertory grid-oriented knowledge construction augmented reality learning system for context aware ubiquitous learning. Int. J. Mob. Learn. Organiz. 10(12), 40–60 (2016)

    Article  Google Scholar 

  3. Chu, H.C., Wang, C.C., Wang, L.: Impacts of concept map-based collaborative mobile gaming on English grammar learning performance and behaviors. Educ. Technol. Soc. 22(2), 86–100 (2019)

    Google Scholar 

  4. Garris, R., Ahlers, R., Driskell, J.E.: Games, motivation, and learning: a research and practice model. Simul. Gaming 33(4), 441–467 (2002)

    Article  Google Scholar 

  5. Gee, J.P.: Learning by design: good video games as learning machines. E-Learn. Digit. Media 2(1), 5–16 (2005)

    Article  Google Scholar 

  6. Gelpi, E.: The Future of Lifelong Education. University of Manchester Press, Manchester (1979)

    Google Scholar 

  7. Hsiao, H.S., Chen, J.C.: Using a gesture interactive game-based learning approach to improve preschool children’s learning performance and motor skills. Comput. Educ. 95(151), 162 (2016)

    Google Scholar 

  8. Hsieh, S.W., Jang, Y.R., Hwang, G.J., Chen, N.-S.: Effects of teaching and learning styles on students’ reflection levels for ubiquitous learning. Comput. Educ. 57(1), 1194–1201 (2011)

    Article  Google Scholar 

  9. Hogle, G.J.: Considering games as cognitive tools: in search of effective “edutainment”. University of Georgia Department of Instructional Technology (1996)

    Google Scholar 

  10. Hung, C.Y., Sun, J.C.Y., Liu, J.Y.: Effects of flipped classrooms integrated with MOOCs and game-based learning on the learning motivation and outcomes of students from different backgrounds. Interact. Learn. Environ. 27(8), 1028–1046 (2019)

    Article  Google Scholar 

  11. Mayer, I., et al.: The research and evaluation of serious games: toward a comprehensive methodology. Br. J. Edu. Technol. 45(3), 502–527 (2014)

    Article  Google Scholar 

  12. McFarlane, A., Sparrowhawk, A., Heald, Y.: Report on the Educational Use of Games. TEEM (Teachers Evaluating Educational Multimedia), Cambridge (2002)

    Google Scholar 

  13. Mcloughlin, C.: Learner support in distance and networked learning environments: ten dimensions for successful design. Distance Educ. 23(2), 149–162 (2002)

    Article  Google Scholar 

  14. Mok, M.M.C., Ma, H.S., Liu, Y.F., So, Y.P.: Multilevel analysis of primary students’ perception and deployment of self-learning strategies. Educ. Psychol.: An Int. Exp. Educ. Psychol. 25(1), 129–148 (2005)

    Article  Google Scholar 

  15. Oblinger, D.G.: Games and learning. Educ. Q. 3, 5–7 (2006)

    Google Scholar 

  16. Papastergiou, M.: Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Comput. Educ. 52, 1–12 (2009)

    Article  Google Scholar 

  17. Pintrich, R.R., DeGroot, E.V.: Motivational and self-regulated learning components of classroom academic performance. J. Educ. Psychol. 82, 33–40 (1990)

    Article  Google Scholar 

  18. Pivec, M.: Editorial: play and learning: potentials of game-based learning. Br. J. Educ. Technol. 38(3), 387–393 (2007)

    Article  Google Scholar 

  19. Prensky, M.: Digital Game-Based Learning. McGraw-Hill, New York (2001)

    Google Scholar 

  20. Prensky, M.: The Emerging Online Life of the Digital Native (2004). http://www.marcprensky.com/writing/Prensky-The_Emerging_Online_Life_of_the_Digital_Native-03.pdf. Accessed 9 Oct 2013

  21. Rieber, L.P.: Seriously considering play: designing interactive learning environments based on the blending of microworlds, simulations, and games. Educ. Technol. Res. Dev. 44(2), 43–58 (1996)

    Article  Google Scholar 

  22. Rigóczki, C., Andrei, D., Kristóf, G.A.: Gamification on the edge of educational sciences and pedagogical methodologies. J. Appl. Tech. Educ. Sci. 7(4), 79–88 (2017)

    Google Scholar 

  23. Skager, R.: Lifelong Education and Evaluation Practice. UNESCO Institute for Education, Hamburg and Pergamon Press, Oxford (1978)

    Google Scholar 

  24. Sun, J.C.Y., Hsieh, P.H.: Application of a gamified interactive response system to enhance the intrinsic and extrinsic motivation, student engagement, and attention of English learners. Educ. Technol. Soc. 21(3), 104–116 (2018)

    Google Scholar 

  25. Tham, R., Tham, L.: Game-based learning in Singapore higher education – a pilot study. People: Int. J. Soc. Sci. 1(1), 571–581 (2015)

    Google Scholar 

  26. Tortorella, R.A., Graf, S.: Considering learning styles and context awareness for mobile adaptive learning. Educ. Inf. Technol. 1–19 (2015)

    Google Scholar 

  27. Wang, A.I.: The wear out effect of a game-based student response system. Comput. Educ. 82, 217–227 (2015)

    Article  Google Scholar 

  28. Wouters, P., Van Nimwegen, C., Van Oostendorp, H., Van Der Spek, E.D.: A meta-analysis of the cognitive and motivational effects of serious games. J. Educ. Psychol. 105(2), 249–265 (2013)

    Article  Google Scholar 

  29. Wozny, C.: The invention of board games by a group of teenagers from a special school. Simul./Games Learn. 15, 118–125 (1985)

    Google Scholar 

  30. Yang, J., Lin, M., Chen, S.: Effects of anxiety levels on learning performance and gaming performance in digital game-based learning. J. Comput. Assist. Learn. 34(3), 324–334 (2018)

    Article  Google Scholar 

  31. Yang, K.H., Chu, H.C., Chiang, L.Y.: Effects of a progressive prompting-based educational game on second graders’ mathematics learning performances and behavioral patterns. Educ. Technol. Soc. 21(2), 322–334 (2018)

    Google Scholar 

  32. Yang, K.M., Lee, L.C., Chiu, C.Y.: The effects of a self-designed tabletop game and learning achievement. J. Comput. 32(1), 174–182 (2021)

    Google Scholar 

  33. Yang, Y.T.C., Chang, C.H.: Empowering students through digital game authorship: enhancing concentration, critical thinking, and academic achievement. Comput. Educ. 68(334), 344 (2013)

    Google Scholar 

  34. Yeh, Y., Wang, C.W.: Effects of multimedia vocabulary annotations and learning styles on vocabulary learning. CALICO J. 21(1), 131–144 (2013)

    Article  Google Scholar 

  35. Yang, Q.-F., Chang, S.-C., Hwang, G.-J., Zou, D.: Balancing cognitive complexity and gaming level: effects of a cognitive complexity-based competition game on EFL students’ English vocabulary learning performance, anxiety and behaviors. Comput. Educ. 148, 103808 (2020)

    Article  Google Scholar 

  36. Zimmerman, B.J.: Self-regulation involves more than metacognition: a social cognitive perspective. Educ. Psychol. 30, 217–221 (1995)

    Article  Google Scholar 

  37. Zimmerman, B.J., Bonner, S., Kovach, R.: Developing Self-Regulated Learners: Beyond Achievement to Self-Efficacy. American Psychological Association, New York (1996)

    Book  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Yu-Chen Liang .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Liang, YC., Lin, HC.K., Lin, YH. (2022). The Effect on Students’ Learning Efficacy by Using Self-regulated Learning Combined with Game-Based Learning in Learning Idioms. In: Huang, YM., Cheng, SC., Barroso, J., Sandnes, F.E. (eds) Innovative Technologies and Learning. ICITL 2022. Lecture Notes in Computer Science, vol 13449. Springer, Cham. https://doi.org/10.1007/978-3-031-15273-3_51

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-15273-3_51

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-15272-6

  • Online ISBN: 978-3-031-15273-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics