RSUSSH 2020
IN20-290 Design of Digital Learning Tools for Effective Language Development in EFL Context
Presenter: Benjaporn Meeprom
Rajamangala University of Technology Thanyaburi, Thailand
Abstract
Learning an additional language without daily exposure to the language may hinder the learners’ reasonable level of improvement. Thanks to the growth of digital technology, exposure to learning materials in digitally accessible forms is possible, especially in English language and for English language learning. Digital games, evidently in a wide range of literature, can be one of the effective language-learning supplement to enhance the target language acquisition, support constructivist learning, complement the deep level of cognition, encourage a willingness to communicate, increase social interaction, and at the same time, promote learner autonomy. Nevertheless, its impact on the improvement of language proficiency resulted from informal learning with an educational game remains obscure. This study thus utilised a language-learning digital game (LLDG) as an edutainment supplement for the out-of-class practice of English as a foreign language (EFL) students at a tertiary level for eight weeks in order to answer this question. The comparison of the listening test scores between the control group and the experimental group obtained in the pre-intervention and post-intervention has affirmed its positive impact on learners’ proficiency. This is despite that the investigation of the learners’ experiences, through questionnaires, shows that the game design has an influence over the learners’ behaviour in the learning. The results suggest that a practical design of an LLDG that values learners’ needs for self-esteem development along with the language proficiency and simplifies for ease of use without a digital literacy required could contribute to successful pedagogical development for both formal and informal settings.
Citation format:
Meeprom, B.. (2020). Design of Digital Learning Tools for Effective Language Development in EFL Context. Proceeding in RSU International Research Conference, May 1, 2020. Pathum Thani, Thailand.QUESTIONS & ANSWERS
Dear Benjaporn Meeprom
I'm interested in your study and would like to ask you a few questions.
1. What language-learning digital game did you use as an edutainment supplement in your study?
2. Which English skill did you focus on in your study?
3. Are there any limitations in using the language-learning digital game out of class?
Dear Ms Kanwalai Inprom,
Thank you for your interest in this topic and the study. The LLDG used in this study was TRACE EFFECT which was created and distributed by the US Department. The stages of the game can be considered compatible with a textbook component. The skill this study focused on was listening skills in which the learners can practice directly through the game and the skills can be easily improved within a short time. I may say the obvious limitation of the practice can be the learners' familiarity with an educational game and the learners' engagement resulted from the learners' lack of expereince in dealing with self-learning strategies.
I hope the above answered your questions. Please feel free to write to me at benjaporn@rmutt.ac.th if I can help clarify further questions you may have or we can share more ideas regarding this topic.
Thank you again for your interest!
Cheers,
Benjaporn