Digital Game-Based Tools for EFL Learners in Asian Countries
- DOI
- 10.2991/assehr.k.210617.101How to use a DOI?
- Keywords
- Digital game-based tools, Digital game-based learning, EFL learners, Asian countries
- Abstract
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 mediators, and the relevant factors can be contributed to EFL learners using DGBT to learn English. There are also some limitations in the review research papers, also in the current research field, future directions are discussed.
- Copyright
- © 2021, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Zhuoxi Wang AU - Yilin Cai PY - 2021 DA - 2021/06/20 TI - Digital Game-Based Tools for EFL Learners in Asian Countries BT - Proceedings of the 2021 2nd International Conference on Mental Health and Humanities Education (ICMHHE 2021) PB - Atlantis Press SP - 382 EP - 387 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.210617.101 DO - 10.2991/assehr.k.210617.101 ID - Wang2021 ER -