Effectiveness of Type of Feedback and Frequency on Digital Game-Based L2 Vocabulary Acquisition

J. R. Calvo-Ferrer
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引用次数: 5

Abstract

The frequency of word exposure in teaching materials, along with corrective feedback, has often been identified as a powerful variable in the learning of vocabulary in a foreign language. The effect of the number of times an action is presented as accurate in digital game-based language learning scenarios (i.e., knowledge of correct response [KCR] feedback) however remains under-investigated. This study aims to analyse the learning of L2 mobile operating system terminology by a group of students of English as a foreign language by using the data collected by the video game The Conference Interpreter in order to identify the predictive strength of term frequency (times a term is shown), KCR feedback (times a correct answer is provided), and corrective feedback (times a term is shown as incorrect) regarding short and long-term L2 vocabulary learning. The regression analysis performed showed that the factor ‘KCR feedback' may be a positive predictor of short-term vocabulary learning, whereas the other factors seemed to have no statistical effect at any significant level.
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反馈类型和频率对基于数字游戏的二语词汇习得的有效性
词汇在教学材料中出现的频率,以及纠正反馈,经常被认为是外语词汇学习的一个强有力的变量。然而,在基于数字游戏的语言学习场景中,动作次数的影响(即正确反应[KCR]反馈的知识)仍未得到充分研究。本研究旨在利用视频游戏the Conference Interpreter收集的数据,分析一组英语作为外语的学生对第二语言移动操作系统术语的学习情况,以确定术语频率(一个术语显示的次数)、KCR反馈(提供正确答案的次数)和纠正反馈(一个术语显示为不正确的次数)对短期和长期第二语言词汇学习的预测强度。回归分析表明,“KCR反馈”因素可能是短期词汇学习的积极预测因子,而其他因素似乎没有显著的统计学影响。
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