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To cite this article: Joni Tzuchen Tang (2020): Comparative study of game-based learning on
preschoolers’ English vocabulary acquisition in Taiwan, Interactive Learning Environments, DOI:
10.1080/10494820.2020.1865406
Introduction
Like other Asian countries, English is one of the foreign languages in Taiwan. It turns especially
important after Taiwan’s government announced the policy of “Bilingual Nation,” where it means
English is the major official and second language by 2030. Cultivating English proficiency and the
bilingual education system are the main implementations in the policy as well (National Develop-
ment Council, 2018). In a background like this, to reform English instruction is in urgent need.
Besides, more and more parents wish their children to be prepared ahead of others. Under the
current education system in Taiwan, children begin to learn English in the first grade in elementary
school. English is a required course during the whole 12-Year Basic Education, including an elemen-
tary school for six years, a junior high school for three years, and a high school for another three
years. Yet some papers found that there is an increasing amount of kindergarten children or even
preschoolers learning English now (Ku, 2019; Tseng et al., 2019).
“Vocabulary learning” and “Game-Based Learning” (GBL) are common areas in the field of chil-
dren’s English education in Taiwan. Traditionally, “teacher” plays an important role in education (Ku,
2019; Tseng et al., 2019). But in the digital world, “learning” is another thing. We wonder if kids could
learn autonomously by digital games, especially preschoolers. Is it possible to break through the
traditional teaching mode into digital learning mode on their English vocabulary acquisition?
We hope to find out preschooler’s learning differences in different curriculum designs.
Study purpose
The purpose of this study is to explore preschoolers’ vocabulary learning status by incorporate the
traditional way of recitation into GBL. Our main assumptions are as follows.
children not only to memorize vocabulary with fun games but also to intuitively respond to the
learned one while encountering it afterward.
Games can stimulate our reactions to make vocabulary acquisition more interesting and attrac-
tive. This paper is to find the relationship between English acquisition, GBL, vocabulary size, and
instructions. According to the assumption above, we employed GBL in digital games and instruction
with traditional recitation tool to compare the learning difference in preschoolers.
Research question
This study aims to investigate whether English vocabulary acquisition will occur in a variety of GBL
scenarios.
Our research questions are as follows.
Theoretical background
Based on the above research questions, our literature review is as follows: “Applied Linguistics” and
“Game-Based Learning (GBL).”
Applied linguistics
Applied Linguistics seeks to understand how human beings solve kinds of language problems and
concerns, such as English vocabulary learning and language acquisition. From this perspective, our
study employed GBL models and focused on how students acquire English vocabulary and how to
enhance their English vocabulary competency.
Language acquisition
“Language Acquisition” follows different schools as bellow, from behaviorism to social constructivism.
Behaviorism and cognitivism. Behaviorism believes that language is a conditioned behavior that is
acquired through “the principles of conditioning,” especially reinforcement (Skinner, 1938, 1957).
However, Cognitive theorists, like Piaget and Bloom, believe that language can be acquired in a
human meaningful process (Bloom, 1978; Piaget, 1926, 1972).
Humanistic linguistics and social constructivism. Humanistic linguistics takes language acquisition
as a natural process to human beings; the linguistic capacity is innate and spontaneous, especially in
childhood (Chomsky, 1993). Scholar Noam Chomsky suggested, “Language Acquisition Device
(LAD)” in human brains enables us to develop language skills. All children are born with the “univer-
sal grammar,” which makes them receptive to the common features in languages (Chomsky, 1993).
Social constructivists agree with Chomsky’s concept that language acquisition is an innate and social
process (Vygotsky, 1978, 1986; Chomsky, 1993).
On the L2 acquisition theory by Krashen, language acquisition is in the natural order as well. His
“Input Hypothesis (i + 1)” and “Affective Filter” suggested that, with proper language input and
some affective factors, language acquisition can be improved and achieved automatically
(Krashen, 1981, 1985, 2003).
Overall speaking, according to the above literature review, we believe that language acquisition is
natural, innate, and social contextual (Chomsky, 1993; Krashen, 1985, 2003; Vygotsky, 1978, 1986).
Therefore, we built a gaming environment for preschoolers in Taiwan to observe their English acqui-
sition. Besides, to align with our beliefs stated above, we designed games as “autonomous learning
games” in the study, so that we could analyze and compare the acquisition outcomes in different
types of games.
“being in the zone” (Cherry, 2018; Csikszentmihalyi, 1975, 1990, 1998), which means players are in a
mental state of fully immersed in a feeling of energized focus. They are fully involved and enjoy the
process of operating the activity (Csikszentmihalyi, 1975, 1990, 1998).
As we know, the “flow state” can provide an increased focus and attention span. However, people
might want to ask, “What can we do to increase children’s acquisition ability in a flow state?” In
Csikszentmihalyi’s interpretation of “flow state,” it occurs when a task has clear goals that require
specific responses for players to deal with (Cherry, 2018; Csikszentmihalyi, 1975, 1990, 1998; Naka-
mura & Csikszentmihalyi, 2002). The “Flow State” can always happen in a well-designed game,
which gives players a specific goal and response so that which allows them to pay attention and
focused on the game.
As a well-designed game can provide players’ Flow State (Cherry, 2018; Csikszentmihalyi, 1975,
1990, 1998; Nakamura & Csikszentmihalyi, 2002), in this study, we employed GBL to track the
game behavior of players to figure out how to design an appropriate game for preschoolers.
Method
The method of this study is Experimental Research to analyze the performances of preschoolers in
GBL. We designed four different English vocabulary lessons for children aged 3–5 in Taiwan. To
design curriculums, we used digital car-driving games and instructional flashcards. There were a
total of 38 children participating and 12 vocabulary words for fruits and vegetables among all of
the four groups. We designed two groups as traditional instructional groups with flashcards as
Group A and Group C by the vocabulary size in which children are taught per day. Group A is
designed as teaching 2 words, the “2 Words Flashcard Game Group,” and Group C is the “3
Words Flashcard Game Group.” Then, we designed Group B and Group D as groups of “gaming
first.” Without explicit instruction, we let children play car-driving games that embedded English
vocabulary on tablets to see if children could learn through pure gaming. Group B is designed as
6 J. T. TANG
playing games that embedded 2 words, called “2 Words Car Game Group,” and so Group D is “3
Words Car Game Group.” Each group would be conducted a unit (of a game or instruction with flash-
cards) at a fixed time each day. Every unit is different from each other every day.
To ensure that no interference affects the cause of the study, we randomly selected 38 children
from three kindergartens. Each group spent half an hour to learn English vocabulary every day and
would complete the whole session in 8–10 days. Group A and C are flashcard games with instruction
to learn 2 and 3 English vocabulary per day. Group B and D are car-driving games on tablets to learn
2 and 3 English vocabulary per day.
In order to make the research method clearer, details of each part are explained as below:
Instruments
To compare the differences among groups, we used F-test for testing (Lomax & Hahs-Vaughn, 2007).
In terms of the reliability of the scorer, each child should be recorded simultaneously by at least two
observers. In terms of expert validity, all tests would be discussed with child development specialists,
kindergarten teachers, and principals to ensure that the test methods meet the needs of young
children.
The method adopted in this study is mainly to solve the following issues.
(1) Issue 1: The method can compare the differences between groups.
(2) Issue 2: The method can meet the needs of children’s development.
(3) Issue 3: Observation of the method can reach the reliability and validity of the study.
Participants
We invited 38 students of 3–5 years old from 3 kindergartens in Taiwan to participate in this study.
Table 1 shows the number of 4 groups of participants and their curriculum types.
Materials
Learning a new language requires repetition and practice to strengthen vocabulary memory. This
study used flashcards games in instruction and driving games in the tablets for children to learn.
Flashcards games
In “Flashcards Games”, the teachers led a “fishing game,” which is an activity often adopted in young
children’s education. In the fishing game, children collected flashcards in hand quickly correspon-
dence to the word they heard. Figure 1 shows the materials we used in “Flashcards Games”.
Driving games
On the other hand, we chose “driving game in tablets” in this study because it can achieve the effect
of “immediate response.” In the driving game, once children hear the new word, they must answer
correctly within driving time and know how to drive to the correct word in time. Figure 2 shows the
gameplay we used in the digital game “Driving Games”.
Table 1. Participants.
Group A B C D
Using Teaching Materials Flashcards Tablet Flashcards Tablet
Numbers of memorizing English vocabulary for Two words per Two words per Three words per Three words per
each day day day day day
Numbers of participants 10 10 9 9
INTERACTIVE LEARNING ENVIRONMENTS 7
Although the two methods are different, both have an element of speed, and both generate a
sense of excitement.
To avoid errors caused by students being unfamiliar with game materials (flashcards instruction
and tablets), before the research program, every child in this study were trained by applying
different words in the same game formats to make sure they have been familiar with the process
of study.
Procedure
This study used experimental methods to observe children’s learning performance and followed the
steps below:
Figure 3. Pre-test.
The children were taught by their schoolteachers, but for the teaching methods, we had defined
the guideline for teachers to follow.
Group B. Teachers brought tablets with the game, “Driving Game,” to let children learn. In
“Driving Game” children would hear the vocabulary and need to drive the car toward the correct
one. The game would count their correct responses and immediately give hints about the wrong
response. The game of “Driving Game” would first instruct children two words per day, and then
review English vocabulary. After that, the children would play card games to practice English voca-
bulary individually. Each lesson would last for 30 min. Table 3 represents the daily games playing for
Group B.
Group C. Teachers used flashcards to implement teaching; the process is almost the same as
Group A. The only difference is that the teachers in Group A taught two English vocabulary words
per day, whereas the teachers in this group taught three per day. Table 4 represents the daily instruc-
tion for Group C.
Group D. Teachers brought tablets with the game, “Racing Car,” to let children learn. Group D is
almost the same as Group B. The only difference is that the games in Group B taught two English
vocabulary words per day, whereas the games in this group taught three per day. Table 5 represents
the daily games playing for Group D.
Figure 4. Post-test.
Results
Following the above methods, we will discuss the research results in different orientations for each
section as follows.
The scores of each group do not reach a significant difference (p < 0.05), but Groups B and Group
D (children in the tablet groups) score higher than the flashcard groups (groups A and C).
Comparing the relationship between the number of words learned in one day and the amount of
vocabulary memory size, the learning performance of the children group who learned in 2 words is
higher than the learning performance of the groups of 3 words.
In this study, all four groups of students have developed their memory of English vocabulary.
However, the scores of participants in the tablet groups are higher than those in the traditional
instructional groups. The score of the 2-word per unit group is higher than the 3-word per unit
group.
(1) In all different GBL scenarios, children of English vocabulary acquisition could occur autono-
mously. Therefore, the curriculum could adapt to the game-based setting as a learning
medium to provide more opportunities for learning English vocabulary.
(2) The memory and effectiveness of children who learned 2 words at a time are higher than those
of children who learned 3 words at a time. Therefore, we can assume that the number of words
suitable for children might be 2 words per unit.
(3) Children in different game types do not reach a significant difference (p < 0.05), but the scores of
children in the tablet groups (groups B and D) are higher than those in the flashcard groups
(groups A and C). Therefore, we assume that well-designed tablet games could make children
perform better than non-digital games.
(4) Children’s scores in different kindergartens reach a significant difference (p < 0.05). Therefore,
we assume that different schools should implement different curriculums to provide the best
instruction and guidance for different cultural backgrounds.
(5) The scores of children of different genders do not reach a significant difference (p < 0.05), but
among the 38 children’s scores, boys score higher than girls. GBL could be implemented
between different genders.
(6) Scores of children of different ages do not reach a significant difference (p < 0.05), but among
them, older children score higher. We can assume that GBL could perform at different ages,
and even for younger children.
INTERACTIVE LEARNING ENVIRONMENTS 13
Discussion
Research question 1: how does Game-Based Learning (GBL) affect children’s English
vocabulary acquisition?
During a one-month-long experiment, the researchers found that human language acquisition could
occur in a GBL context. In these four game-based circumstances, all of the L2 vocabulary words have
been practiced in different game scenarios, and all students have passed the post-test to prove that
they have developed long-term vocabulary memory through games.
According to the findings, this research confirmed that children can acquire vocabulary in GBL.
We extended Autonomous Learning studies (Cheng, 2009; Grimley et al., 2012) and found that
appropriate GBL not only generates vocabulary acquisition, but also integrates the memory of
new words into children’s long-term memory.
The result echoed our second assumption: GBL can help young children to acquire vocabulary
learning. Children love games, and the emergence of technology has changed children’s game pre-
ferences (Aghlara & Hadiditamjid, 2011; Al Neyadi, 2007; Cheng & Su, 2012; Hooshyar et al., 2018b;
Hooshyar et al., 2018b; Zou et al., 2019). The first assumption of our GBL research is: Vocabulary
acquisition is the base of English learning. Children’s autonomous memorizing of new words in
the game echoed the different theory of language acquisition (Bloom, 1978; Chomsky, 1993;
Krashen, 1981, 1985, 2003; Piaget, 1926, 1972; Skinner, 1938, 1957; Vygotsky, 1978, 1986). According
to Chomsky (1993), language acquisition is innate and spontaneous, and GBL provide a scenario for
children to learn new words autonomously (Van Eck, 2006).
Research question 2: how do various scenarios and conditions affect English acquisition?
While analyzing various scenarios and cases, the researchers found that different games,
genders, and ages would not make a significant difference in learning. However, different schools
show a significant difference in their post-test. Therefore, we can assume that if children like the
games, the scenario of the game could be different in background, device, and across ages, and
genders.
According to the analysis, we found that age and gender do not affect learning benefits in GBL. In
this way, the GBL designed by this research can across age and gender. On the other hand, we found
that going to different schools has a significant impact on learning benefits. We assumed that the
school culture would affect whether or not students get the maximum benefit from GBL. If the
school and parents agree to let children learn in GBL, students will have good academic performance.
However, different from other GBL studies of preschoolers’ vocabulary acquisition that only
explored whether or not vocabulary acquisition learning occurs (Aghlara & Hadiditamjid, 2011;
Hooshyar et al., 2018a; Zou et al., 2019), we further explored factors that will affect preschoolers’
GBL in vocabulary acquisition. This research found that the most significant difference is
“different schools,” which we hypothesized as schools’ acceptance degree to the GBL or digital
learning curriculums. Thereby, school affects students’ perceptions of GBL significantly.
From our results, we conclude that the different cultures of the school may affect children’s
understanding of learning. To provide the best GBL instruction, we should first realize what is the
most comfortable and familiar instruction for children. To be able to do this, understanding the
school’s curriculum and background has become an important influencing element for game
designers.
Besides, the grouping in this study was based on games. Although we all knew that GBL should be
more effective than traditional learning, “traditional instructions without any kinds of games” should
also become a group so that it can prove GBL is indeed better than traditional learning.
We recommend to future researchers to strengthen the points as follows.
(1) To consider how to control variables while creating a free learning environment.
(2) To add pure traditional teaching groups to compare the differences between traditional teach-
ing and game learning.
(3) In our study, to complete the course within the same number of days for all groups, we gave the
three-word group more opportunities to practice. This can be modified in future studies.
Conclusion
A GBL environment can help children, teachers, and game designers work together and create a
friendly learning environment. From our results, this study shows that if children are willing to
play the educational games repeatedly, they will automatically and successfully develop their learn-
ing achievements.
This research compares previous studies of vocabulary acquisition (Aghlara & Hadiditamjid, 2011;
Al Neyadi, 2007; Cheng & Su, 2012; Hooshyar et al., 2018b; Hooshyar et al., 2018b; Zou et al., 2019)
and GBL (Aghlara & Hadiditamjid, 2011; Cheng, 2009; Grimley et al., 2012; Hooshyar et al., 2018a; Zou
et al., 2019), and then discovered important dimensions which unnoticed before: What will affect
vocabulary acquisition in GBL? Does the amount of the vocabulary size of new words in the game
affect learning efficiency?
Our research results find that GBL indeed across gender and age, but there are significant learning
differences in different school areas. The latter finding proves the theory that children’s language
acquisition relies on social contextual (Chomsky, 1993; Krashen, 1985, 2003; Vygotsky, 1978, 1986).
On the amount of vocabulary size of new words, to learn two words per day is better than three
words per day. We hope our study results are available for learning reference.
In the future, we aim to continue to apply different GBL methods and further discover children’s
acquisition, learning, and development. To improve the future study, we list more inquiries from the
point of views of L2 learning as follows:
(1) In the game-based situation, are there any differences or similarities between first language and
L2 scores achievement?
(2) If games are not provided in the classroom, is there still a possibility of autonomous language
acquisition?
Children need many aspects to learn their second language. We believe that a game-based
environment can help young learners enjoy the fun of learning and practicing. The acquisition
should focus on children’s autonomous inquiry. Since GBL can provide children with fun automati-
cally, we should apply more GBL in the future.
Disclosure statement
No potential conflict of interest was reported by the author(s).
Notes on contributor
Joni Tzuchen Tang is currently an assistant professor of the Graduate Institute of Applied Science and Technology at
National Taiwan University of Science and Technology, Taiwan. She received her Ph.D. from National Taipei University
of Education (NTUE) under Kuo-En Chang’s supervision. Her researches include early childhood education, game-based
INTERACTIVE LEARNING ENVIRONMENTS 15
learning, mobile learning, language learning. Her books include Entering the world of children’s thinking: the exploration
of children’s games (2019), The Application of Situated Learning Theory in Chinese Virtual Communities (2016), Educational
Psychology (2010). She has written articles on a variety of topics in the children’s play state of mind and language
learning.
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