TY - JOUR
T1 - A smart collaborative educational game with learning analytics to support english vocabulary teaching
AU - Tlili, Ahmed
AU - Hattab, Sarra
AU - Essalmi, Fathi
AU - Chen, Nian Shing
AU - Huang, Ronghuai
AU - Kinshuk,
AU - Chang, Maiga
AU - Burgos, Daniel
N1 - Publisher Copyright:
© 2021, Universidad Internacional de la Rioja. All rights reserved.
PY - 2021
Y1 - 2021
N2 - Learning Analytics (LA) approaches have proved to be able to enhance learning process and learning performance. However, little is known about applying these approaches for second language acquisition using educational games. Therefore, this study applied LA approaches to design a smart collaborative educational game, to enhance primary school children learning English vocabularies. Specifically, the game provided dashboards to the teachers about their students in a real-time manner. A pilot experiment was conducted in a public primary school where the students’ data from experimental and control groups, namely learning and motivation test scores, interview and observation, were collected and analyzed. The obtained results showed that the experimental group (who used the smart game with LA) had significantly higher motivation and performance for learning English vocabularies than the control group (who used the smart game without LA). The findings of this study can help researchers and practitioners incorporate LA in their educational games to help students enhance language acquisition.
AB - Learning Analytics (LA) approaches have proved to be able to enhance learning process and learning performance. However, little is known about applying these approaches for second language acquisition using educational games. Therefore, this study applied LA approaches to design a smart collaborative educational game, to enhance primary school children learning English vocabularies. Specifically, the game provided dashboards to the teachers about their students in a real-time manner. A pilot experiment was conducted in a public primary school where the students’ data from experimental and control groups, namely learning and motivation test scores, interview and observation, were collected and analyzed. The obtained results showed that the experimental group (who used the smart game with LA) had significantly higher motivation and performance for learning English vocabularies than the control group (who used the smart game without LA). The findings of this study can help researchers and practitioners incorporate LA in their educational games to help students enhance language acquisition.
KW - Collaborative Learning
KW - Data Analysis
KW - Educational Games
KW - Language Learning
KW - Learning Analytics
UR - http://www.scopus.com/inward/record.url?scp=85108527450&partnerID=8YFLogxK
U2 - 10.9781/ijimai.2021.03.002
DO - 10.9781/ijimai.2021.03.002
M3 - Journal Article
AN - SCOPUS:85108527450
VL - 6
SP - 215
EP - 224
JO - International Journal of Interactive Multimedia and Artificial Intelligence
JF - International Journal of Interactive Multimedia and Artificial Intelligence
IS - 6
ER -