Professional Documents
Culture Documents
ABSTRACT
Keywords
Game-Based Language Learning, Game-Based Mobile App, Mobile-Assisted Language Learning, Toeic
Vocabulary Learning
1. INTRODUCTION
Possessing a solid lexicon foundation may not merely expedite the learning curve in later phases of
language learning but also facilitate learning the four English skills (i.e., listening, speaking, reading,
and writing). Schmitt (2000) proposed that rich vocabulary is indispensable to successful second/
foreign language learning. Furthermore, spelling, the art of correctly assembling words from their
letters, is regarded as one of the essential components of developing successful reading and writing
skills because being confident at spelling leads to subsequent confidence in all aspects of literacy
and English learning. In addition, the ability to understanding word relationships has been proven to
aid comprehension skills. The academic literature is clear that spelling is closely-linked to reading,
writing, and comprehension because spelling is essential to the process of accurately decoding the
foreign language text and retrieving its meaning (Ehri & Rosenthal, 2007).
However, in Taiwan, current vocabulary instruction often remains teacher-centered and the
educators teach with rote-learning strategies, which do not motivate learners (Lin, 2015). Due to
the inadequate teaching of vocabulary and tedious spelling practice, many English as a Foreign
Language (EFL) learners consider that acquiring a large vocabulary and spelling those vocabulary
words correctly are their most significant hurdles (Gordani, 2013).
DOI: 10.4018/IJDET.2020070101
Copyright © 2020, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
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Without a large vocabulary, language users cannot perform at high levels of language proficiency
(Li & Macgregor, 2010). The Test of English for International Communication (TOEIC) is the most
cost-effective and readily available way of evaluating employee English skills in Asian nations today
(Prolingua Executive Language Services, 2000). In addition, TOEIC is the benchmark language
proficiency test evaluating how competitive language users will be in their future careers or educational
endeavors (TOEIC, 2016).
Practically all the colleges in Taiwan require TOEIC proficiency as an exit requirement for
graduation (Pan, 2014). Moreover, some high schools also follow this trend, encouraging students
to take TOEIC because high grades can open the door to admittance at more prestigious universities.
For vocational high school students, in particular, passing TOEIC can either benefit their future
employment or improve college enrollment opportunities (Chen & Chung, 2008). Smartphones are
particularly popular among teenagers (Işiklar, Şar, & Durmuşcelebi, 2013), using them for recreation
and socialization and are thus technology that is easily available for learning.
Taiwanese high school students use mobile phones not merely to communicate with others but
also to play Game-Based Mobile Applications (GBMA) for entertainment (Wang et al., 2017). Mobile
phones quickly become the inseparable companions of young people (Wang et al., 2014). There is
little evidence of high school students using apps for language learning.
Some studies (Shahriza, Hawa, & Hussin 2006; Woo, White, & Lai, 2016) have explored the
usage frequency of mobile devices, yet most of the studies focused mainly on the users’ behaviors
and the aspects of psychology rather than language learning. Few studies have addressed the effects
of usage frequency of mobile learning apps in the field of teaching English to speakers of other
languages (TESOL), especially in EFL contexts.
With the high penetration of mobile devices, students are accustomed to using smartphone
applications, known as “apps” (Wang et al., 2014). Several studies (Attewell, 2005; Liu, Dousse,
Wang, & Saipulla, 2008; Uğur, Ünİversİte, & Bakiş, 2015) have found that smartphone use during
class time is commonplace. Furthermore, Tsai, Yu, and Hsiao (2012), as well as Chiu, Kao, and
Reynolds (2012), recommended educational games for language instruction and found Game-Based
Language Learning (GBLL) to improve learner motivation significantly and to enhance performance.
To be more specific, Khaddage and Knezek (2011) concluded that educational GBMAs may allow
for active engagement by learners and thus provide an approach to instruction in education.
However, scant previous literature has reviewed the usage of the educational GBMAs for TOEIC
vocabulary learning and spelling among vocational high school students. While there are some
educational apps for TOEIC vocabulary acquisition, most are exam-oriented, lacking attractive gaming
functions, and would be too dreary for low-motivated and low-confident learners to learn, particularly
for vocational high students. Few GBMAs are intended for TOEIC vocabulary acquisition or spelling.
In light of the significance of TOEIC for vocational high school students who are characterized
by weak vocabulary acquisition, and the ubiquity of mobile learning, the purpose of this study was
to investigate the effects and perceptions of using a GBMA, entitled Saving Alice, for vocabulary
learning and spelling, especially for vocational high school learners and educators. To be more
specific, the effect of using Saving Alice refers to the relationship between learning outcomes and
usage frequencies of GBMAs.
The specific research questions of this study, therefore, were separated into two sections,
quantitative and qualitative questions:
Quantitative Research Questions:
Research Question 1: To what extent does Saving Alice enhance student learning outcomes for
TOEIC vocabulary?
Research Question 2: How does frequency of using GBMAs affect learning outcomes for TOEIC
vocabulary?
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Research Question 3: What are the teacher and student perceptions about using Saving Alice?
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help learners to improve their domain of vocabulary, so it is a good area of research to find out the
effect of different mobile applications on vocabulary learning” (p. 46).
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acquisition can be facilitated and positively influenced by gamifying language inputs within GBLL.
Gamification shows the potential to appeal to players at the affective level (Tong, 2015). To this end,
educational GBLL may make education more accessible and stimulate better engagement by learners
(Khaddage & Knezek, 2011).
Several studies (Chiu, Kao, & Reynold, 2012; Tsai, Kinzer, Hung, Chen, & Hsu, 2012; Tsai, Yu,
& Hsiao, 2012; Yang & Wang, 2014) have employed GBLL with an eye to enhancing English language
acquisition. Yang and Wang (2014) explored what learning effects would result from applying GBLL
for speaking, and whether students would have diverse learning interactions through participating
in different speaking activities. The results revealed that a GBLL system is an educational aid that
could reduce learners’ language speaking anxiety.
In Keyes, Shroff, and Crow’s (2016) study, the implementation of a GBMA resulted in a significant
enhancement of the ESL student performance in language acquisition. In addition, students were
not merely developing and reinforcing their cognitive skills, but also making constant connections
among text, images, and sound, while engaging in the GBMA.
To conclude, the use of GBMA in language learning, especially English, requires considerable
additional scholarly attention. GBLL addressing preparation for TOIEC has been limited, and such
mobile app instructional designs have not based on broad educational theory about VLSs.
3. METHODOLOGY
3.1. Participants
The participants were 120 voluntary twelfth-graders, comprising three separate classes in a private
vocational high school in central Taiwan. They had each received about eight years of English language
learning. In addition, 14 participants and three instructors volunteered as interviewees.
The high school where the data was collected had encouraged students, especially twelfth graders,
to take the TOEIC in order to enhance their opportunities for academic and career advancement.
In light of this, the instructors in this school had made every effort to facilitate English language
learning, which made the viewpoints made by the instructors about the use of Saving Alice collected
via the teacher interview essential and valuable. In addition, the researchers of this study intended
to help participants achieve the intermediate level of English proficiency, given that the TOEIC has
recently been considered the most recognizable proficiency test.
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sub-levels. Each sub-level included 20 TOEIC vocabulary words. Each main stage had 100 words,
and all together there were 500 words in Saving Alice.
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• Selection: Players were supposed to select the correct answer from four multiple-choice answers
according to the given Mandarin meaning (Figure 6).
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• Spelling: Players were supposed to pick correct alphabet letters from eight holes, according to
the given Mandarin meaning (Figure 7).
• Dictation: Players were supposed to pick correct alphabet letters from eight holes, based on the
pronunciation (Figure 8).
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• Multiple Choice: Players were supposed to choose the correct answer from four given answers
according to the given question (Figure 9).
• Wisdom Book: The function of the Wisdom Book was to inspect the learning situation within
every vocabulary, by the players themselves, such as the misspelled words. In this way, they
could review vocabulary items more efficiently by searching for the accuracy rate of each word
during the challenge of four levels (Figure 10).
• Unlocking Stages: In order to make players keep challenging missions and stages to obtain
achievement, as well as to learn target vocabulary items, players were supposed to defeat the
Boss to unlock subsequent stages.
• Immediate Information Feedback: During the game, when choosing the correct or incorrect
answers, players received sound and animation as digital feedback, such as hit, miss, and combo.
The mechanism of Combo showed the number of successive beatings when players continuously
answered correctly. The more the players had Combos, the more rewards (e.g., money, grades,
and achievement) they could obtain.
3.3. Instrumentation
3.3.1. Quantitative Instrumentation
The background information questionnaire provided the researchers with demographic data about the
participants and it was divided into three parts. The questionnaire was administered in Chinese, the
native language of the high school students. The first part recorded the major, grade level, gender, and
age of the participant. To gain a better understanding of the English proficiencies of the participants,
the researcher developed the second part to obtain testing grades and level in GEPT or TOEIC of the
participant as well as the typical tools or platforms the individual student was accustomed to using to
reinforce their English proficiency. The third part of the survey investigated the game experience of
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the participants such as their GBMA usage frequencies and favorite category of GBMAs as well as
attitude towards using GBMAs to learn English. In this study, the term frequency was operationally
defined as how many times the GBMA was used or played. For the convenience of the statistical
analysis, three levels of the frequency were defined as “seldom,” “often,” and “always.” “Seldom”
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stood for using GBMAs once or twice a week; “Often” referred to three to six times a week and
“Always” meant using it every day.
To quantify student outcomes for TOEIC vocabulary learning, the researcher developed a
vocabulary pre- and post-test examining understanding of the vocabulary taught via Saving Alice.
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The testing items of the pre-test were identical to that of the post-test. The test was divided into four
sections:
All of the testing items were based on 500 frequently-used TOEIC vocabulary items, found in
every stage and level within Saving Alice including meaning, exemplified sentences, and spelling of
vocabulary. In this way, the researcher raised the face validity in that “the test is measuring what it
is supposed to measure” (“Professional Testing Inc.”, 2006, p. 2). Moreover, two English instructors
reviewed the testing items to gain the expert validity of this assessment instrument.
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4. FINDINGS
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4.3. What are the Teacher and Student Perceptions About Using Saving Alice?
To answer the qualitative Research Question 3, the researchers performed theme analysis on the
interview data about the learner and instructor perceptions of using Saving Alice for TOEIC vocabulary
acquisition. Two themes were identified – vocabulary learning strategies and usage of Saving Alice.
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Table 1. Paired samples t-test of the results of pre- and post- test
N Mean S.D. t
Pre-test 120 33.10 18.09 12.71***
Post-test 120 49.36 14.14
***p< .001
The most common vocabulary learning strategy used by learners in this study, they reported, was
the traditional memorization approach, consisting of writing down the target vocabulary words, and
pronouncing them repeatedly. However, two of the interviewees advanced beyond the traditional
memorization strategy. Student 4 indicated that he was able to split the syllables after hearing the
word properly pronounced. In this way, he could efficiently memorize words. In addition, Student
Table 3. Summary of Tukey’s HSD test for mean differences between learning progression
11 memorized words by self-designing testing items related to the target words after writing down
the words several times.
Surprisingly, Student 12 said, “I got to know how to memorize words, finding that I can separate
the vocabulary after knowing how to pronounce it.” He indicated that he originally memorized
vocabulary in a rote way; nevertheless, he discovered a more efficient vocabulary learning strategy
after breaking through each of the stages of Saving Alice. Moreover, Student 3 found a new way, to his
amazement, of memorizing vocabulary by repeatedly spelling words. This was because of the spelling
function embedded in Saving Alice, causing this student to develop the new vocabulary strategy.
4.3.1.2. Usage of Saving Alice
All of the student interviewees pointed out the benefits of using Saving Alice. They all discussed the
advantages of Saving Alice, whereas some also mentioned disadvantages of Saving Alice. The most
common advantages given for using Saving Alice related to the design of the game, their feelings
while playing it, and the way vocabulary was incorporated into the game.
Some learners felt Saving Alice was novel (Student 1), interesting (Students 3 and Student 10),
attractive (Students 7 and 12), and challenging (Students 8 and 9). Some students mentioned specific
elements of the design of the game, such as the example sentences in each game level (Students 2
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and 4), the wisdom book in Saving Alice (Student 2), and the combo design (Student 11). Moreover,
Students 13 and 14 said that Saving Alice made them willing to memorize vocabulary. Finally, yet
importantly, Student 12 indicated that Saving Alice was good for individual learning.
Nine students addressed the disadvantages of Saving Alice. Five experienced technical problems,
two were unhappy with the design of the game. Two complained about how long it took to complete
a level, and three felt that the game vocabulary was not practical, even though it had been based on
TOEIC vocabulary.
With regard to the game design, Student 2 complained about use of the same modes in each level
of play. In addition, Student 4 suggested that Saving Alice should offer more variety of characters
that students can play, and Student 10 disliked the images on the screen, finding them to be too cute
and somewhat childish.
Student 2 and Student 11 indicated that it had taken them a long time to complete one level,
as well as to fight the Boss. Furthermore, Student 3, Student 6, and Student 14 brought up the
practicality of the target vocabulary. They preferred using a GBMA intended for the Technological
& Vocational Education (TVE) joint college entrance examinations, which was their priority, rather
than a TOEIC-based GBMA.
Of the five who complained about technical problems while using Saving Alice, issues included
system bugs (Student 2, 3, 5, and 8), weak network connections (Student 4), and the occurrence of
lag or buffering (freezing of the display) (Student 4).
4.3.2.1. Acceptance
The acceptance rates of instructors using English learning apps, like Saving Alice, was coded as a
theme named “acceptance.” All of the teachers found the use of English learning apps to facilitate
the English language development of students to be acceptable. Teacher 1 preferred vocabulary to
be the focus of English learning apps because his students were vocational high school students and,
unlike general high school students, they might not accept other types of English learning apps. He
said, “The students in our school were not good at English. They would not have that enthusiasm in
the beginning if you design a grammar-based or reading style app. They easily limit themselves. For
instance, they give up reading easily once they see a long article.”
Teacher 3 thought that an app for English listening proficiency could be helpful for students. On
the other hand, Teacher 2 stated that she finds all kinds of apps for English learning to be acceptable,
as long as her students are willing to cooperate actively with her. Moreover, Teacher 3 said that if an
app was to be suitable and useful for her students, she would make her best effort to force them to
learn through the app during the class. “I asked students to do this project but maybe they could not
get enough time to do it at home,” she said. “Therefore, we sometimes gave them ten minutes in class
for playing Saving Alice, hoping they would continue using the app during the break time. However, I
had to crash my teaching schedule so I could not have them play it for the whole class.” She said that
students might not use the app at home, so the only thing teachers could do was provide some time
for student to practice in class. Nevertheless, owing to the tight teaching schedule, the opportunity
for students to practice in class was slim, she said.
4.3.2.2 Suggestion
All of the teachers offered suggestions for improvement. Teacher 2 insisted on the improvement of
the wording of the feedback.
It is about feedback words. Students received the scores and feedback words after finishing a level.
However, sometimes they felt upset when they saw feedbacks like “You should study now!” It might
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assume a jocular tone but some students are sensitive and said that “I don’t want to challenge it more
because this app looked down on me.”
She felt that the nature of the feedback was the key for the usage frequencies of Saving Alice
for learning.
On the other hand, Teacher 1 suggested an alternative way of the evaluation of student learning
outcomes. Instead of the paper-based pre- and post- tests, he said:
I suggest that you can design an online vocabulary competition. Students type the words instead of
handwriting because they always feel bored when having a paper test. Children nowadays are not
used to do handwriting, so I think that they would enjoy the online vocabulary competition and get
more interested in learning vocabulary.
On the other hand, Teacher 3 suggested a more active game-based form of evaluation.
For example, all of the students in the class can challenge with the game together and then
teachers can ask the student who is the first that finished the game to raise hand. Thus, students will
be much more concentrated on it since they think that it is interesting. Even if the students who are
not good at English will desire to have a try because everyone does the project together, and maybe
they will be so lucky that they win the games.
Furthermore, Teacher 3 suggested that if this project was administered in a school of literature
and language or general high school, the results would be more significant. “Of course, the quality
of learners’ English ability would be different,” she said.
The answer to Research Question 3, therefore, is that students say benefits in using Saving Alice,
but also experienced technical problems or voiced issues with the game design or flow of game
elements that could help guide future iterations of the app.
5. DISCUSSION
The most significant findings of this study were that students improved in their vocabulary knowledge,
in preparation for TOEIC, at a significant level; learners developed Vocabulary Learning Strategies;
usage frequency of the Saving Alice app correlated with post-test scores; and the level of sophistication
of the app design and functionality was also a notable factor in the level of acceptance and engagement
of the students. Each of these significant findings is discussed in the following sections.
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attended to vocabulary learning strategies” (p. 17). The emphasis on spelling in Saving Alice was a
VLS tied to the students recognizing and decoding the English text, to ensure that they were assigning
correct meaning to the word. VLSs associated with using Saving Alice, therefore, not only triggered
learners to develop their own vocabulary learning strategies but to also achieve significant learning
outcomes for TOEIC vocabulary, aligning with Tan, Lin, and Ting’s (2007) results.
6. CONCLUSION
This section provides instructional design implications, limitations of the study, and recommendations
for further research.
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that can facilitate the instructional activities. In some cases, this may be an existing game app that is
adapted to educational use, or it may be a custom-designed game.
Much has been written about gamification of learning, including questions about whether the
games should be played during regular class meetings or as homework (Hamari, Koivisto, & Sarsa,
2014). The teachers interviewed for this study indicated that classroom time is so limited that GBMA
use for homework may be the more practical alternative. This still leads to questions about whether
GBMAs should be used for introduction of new knowledge, or for repetition and mastery of knowledge
previously learned, which is beyond the scope of this study.
In any case, the technology must address learning outcome requirements specific to the class,
and also comply with the following requirements identified by the findings of this study:
1. Participants: Due to the fact that the twelfth graders in this study would soon graduate from
the vocational high school, it was hard for the researchers to track them further. In addition,
twelfth graders might prefer preparing for the TVE joint college entrance examinations rather
than TOEIC. Hence, it would be suitable for first-year students to be the participants in future
research. In order to explore the perceptions of learners who are at different proficiency levels,
the researchers suggest dividing interviewees into lower achievers, middle achievers, and higher
achievers based on their language proficiencies.
2. Longer-term correlations with actual TOEIC scores, or tests of long term retention of the
vocabulary following the app use would be beneficial.
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3. App Design: Future researchers could create their own custom TOEIC vocabulary app, addressing
the perceptions of shortcomings of the students and teachers in this study. This would allow more
flexibility, such as embedding speaking and writing skills into the app.
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Fang-Chuan Ou Yang is an associate professor in the Department of Computer Science & Communication
Engineering, Providence University, Taiwan.
Wen-chi Vivian Wu is a distinguished professor of the Department of Foreign Languages at Asia University in
Taiwan. She is also a consultant for Department of Medical Research, China Medical University Hospital, China
Medical University in Taiwan. Her recent research areas include CALL, MALL, cross-cultural communication,
and robotics learning. As an experienced EFL instructor, she teaches a variety of English-related courses as well
as academically oriented courses. She has published extensively on CALL and technology-related prestigious
journals, including CALL, System, Computer in Human Behavior, Educational Technology and Society, etc. She
serves on the editorial board of the CALL Journal, and as a senior advisor of Asian EFL Journal as we as an
associate editor of Asian ESP Journal.
Yi-ju Wu is an assistant professor in the Department of English Languages and Literature at Chinese Culture
University, Taiwan. She received the PhD degree in Education from University of California, Santa Barbara. Her
research expertise includes CALL, corpus linguistics, L2 writing, English for Specific Purposes, and discourse
analysis.
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