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Motivation, students’ needs and learning outcomes: a hybrid game-based app for enhanced language learning

Overview of attention for article published in SpringerPlus, August 2016
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Title
Motivation, students’ needs and learning outcomes: a hybrid game-based app for enhanced language learning
Published in
SpringerPlus, August 2016
DOI 10.1186/s40064-016-2971-1
Pubmed ID
Authors

Anke Berns, José-Luis Isla-Montes, Manuel Palomo-Duarte, Juan-Manuel Dodero

Abstract

In the context of European Higher Education students face an increasing focus on independent, individual learning-at the expense of face-to-face interaction. Hence learners are, all too often, not provided with enough opportunities to negotiate in the target language. The current case study aims to address this reality by going beyond conventional approaches to provide students with a hybrid game-based app, combining individual and collaborative learning opportunities. The 4-week study was carried out with 104 German language students (A1.2 CEFR) who had previously been enrolled in a first-semester A1.1 level course at a Spanish university. The VocabTrainerA1 app-designed specifically for this study-harnesses the synergy of combining individual learning tasks and a collaborative murder mystery game in a hybrid level-based architecture. By doing so, the app provides learners with opportunities to apply their language skills to real-life-like communication. The purpose of the study was twofold: on one hand we aimed to measure learner motivation, perceived usefulness and added value of hybrid game-based apps; on the other, we sought to determine their impact on language learning. To this end, we conducted focus group interviews and an anonymous Technology Acceptance Model survey (TAM). In addition, students took a pre-test and a post-test. Scores from both tests were compared with the results obtained in first-semester conventional writing tasks, with a view to measure learning outcomes. The study provides qualitative and quantitative data supporting our initial hypotheses. Our findings suggest that hybrid game-based apps like VocabTrainerA1-which seamlessly combine individual and collaborative learning tasks-motivate learners, stimulate perceived usefulness and added value, and better meet the language learning needs of today's digital natives. In terms of acceptance, outcomes and sustainability, the data indicate that hybrid game-based apps significantly improve proficiency, hence are indeed, effective tools for enhanced language learning.

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 335 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 1 <1%
Unknown 334 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 53 16%
Student > Ph. D. Student 38 11%
Lecturer 24 7%
Student > Bachelor 23 7%
Student > Doctoral Student 15 4%
Other 60 18%
Unknown 122 36%
Readers by discipline Count As %
Linguistics 44 13%
Computer Science 41 12%
Social Sciences 38 11%
Arts and Humanities 23 7%
Unspecified 11 3%
Other 48 14%
Unknown 130 39%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 05 September 2016.
All research outputs
#15,383,207
of 22,886,568 outputs
Outputs from SpringerPlus
#935
of 1,851 outputs
Outputs of similar age
#233,727
of 361,771 outputs
Outputs of similar age from SpringerPlus
#122
of 218 outputs
Altmetric has tracked 22,886,568 research outputs across all sources so far. This one is in the 22nd percentile – i.e., 22% of other outputs scored the same or lower than it.
So far Altmetric has tracked 1,851 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.7. This one is in the 35th percentile – i.e., 35% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 361,771 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 26th percentile – i.e., 26% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 218 others from the same source and published within six weeks on either side of this one. This one is in the 28th percentile – i.e., 28% of its contemporaries scored the same or lower than it.