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Digital Game-Based Tools for EFL Learners in Asian Countries

作者:Zhuoxi Wang, Yilin Cai · 发表于:Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research · 年份:2021 · DOI:10.2991/assehr.k.210617.101 · 被引用次数:1 · 研究领域:Educational Games and Gamification、Online Learning and Analytics、Innovative Teaching and Learning Methods

With the popularity of the Internet, digital game-based tools have been dramatically used in nowadays language learning process. Its great value of applying in EFL learners' study has also become significant. Most researchers discovered that game studies are more effective in learning and student achievements in terms of retention and can also improve their interaction between others as well as their engagement. However, attention on DBLT using in the Asian countries still received less than these in Non-Asian countries, so understanding the importance effects of using DGBT in EFL learners is very important. The present study analyzed the DGBL and EFL in three aspects, the effectiveness of DGBL on EFL, mediators between DGBL and EFL, and relevant factors to the effectiveness of DGBL. The effectiveness of DGBL on EFL can be discussed from students' developmental stages since students in different school levels would study different things, from easy to complex, of English. The mediators can be included by cognitive complexity, motivation or willingness, and stress or anxiety. We reviewed different studies relating to these factors to know the DGBL and their relationship. The last one we wanted to argue is the relevant factors that influence students' DGBL procedures like teachers' role, the in-game instruction, and prior knowledge. We found that using DGBT can improve EFL learners' performance in different ages, DGBT related to learning outcomes differently through different m...