A smart collaborative educational game with learning analytics to support english vocabulary teaching

  1. Ahmed Tlili 1
  2. Sarra Hattab 2
  3. Fathi Essalmi 3
  4. Nian-Shing Chen 4
  5. Ronghuai Huang 1
  6. Kinshuk 5
  7. Maiga Chang 6
  8. Daniel Burgos 7
  1. 1 Beijing Normal University
    info

    Beijing Normal University

    Pekín, China

    ROR https://ror.org/022k4wk35

  2. 2 Higher Institute of Computer Science and Management of Kairouan
  3. 3 University of Jeddah
  4. 4 National Yunlin University of Science and Technology
    info

    National Yunlin University of Science and Technology

    Douliu, Taiwán

    ROR https://ror.org/04qkq2m54

  5. 5 University of North Texas
    info

    University of North Texas

    Denton, Estados Unidos

    ROR https://ror.org/00v97ad02

  6. 6 Athabasca University
    info

    Athabasca University

    Athabasca, Canadá

    ROR https://ror.org/01y3xgc52

  7. 7 Universidad de La Rioja
    info

    Universidad de La Rioja

    Logroño, España

    ROR https://ror.org/0553yr311

Revista:
IJIMAI

ISSN: 1989-1660

Año de publicación: 2021

Volumen: 6

Número: 6

Páginas: 215-224

Tipo: Artículo

DOI: 10.9781/IJIMAI.2021.03.002 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Otras publicaciones en: IJIMAI

Objetivos de desarrollo sostenible

Resumen

Learning Analytics (LA) approaches have proved to be able to enhance learning process and learning performance. However, little is known about applying these approaches for second language acquisition using educational games. Therefore, this study applied LA approaches to design a smart collaborative educational game, to enhance primary school children learning English vocabularies. Specifically, the game provided dashboards to the teachers about their students in a real-time manner. A pilot experiment was conducted in a public primary school where the students’ data from experimental and control groups, namely learning and motivation test scores, interview and observation, were collected and analyzed. The obtained results showed that the experimental group (who used the smart game with LA) had significantly higher motivation and performance for learning English vocabularies than the control group (who used the smart game without LA). The findings of this study can help researchers and practitioners incorporate LA in their educational games to help students enhance language acquisition.

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