Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation
By Tsung-Yu Liu, Yu-Ling Chu. Comput. Educ., 2010
577 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Information Systems
View Paper: https://www.semanticscholar.org/paper/94f9869ec0b2294449755d87b20ccda67d789a82
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Zhonggen Yu
- Po-Han Wu
- Chi-Chang Chen
- Gwo-Jen Hwang
- Han-Yu Sung
- D. Wells
- Silvia Margarita Baldiris
- Yen-Ting Lin
In Information Systems
- Po-Han Wu
- Zhonggen Yu
- Han-Yu Sung
- Chi-Chang Chen
- Gwo-Jen Hwang
- D. Wells
- Silvia Margarita Baldiris
- Ioannis Kazanidis
Citations in the corpus
- A collaborative game-based learning approach to improving students' learning performance in science courses (2013, background): “Prensky (2001) pointed out that combining games with educational objectives could not only trigger students’ learning motivation, but also provide them with interactive learning opportunities.”
- An online game approach for improving students' learning performance in web-based problem-solving activities (2012, background): “…engineering (Ebner&Holzinger, 2007), business (Kiili, 2007), computer science (Papastergiou, 2009), social science (Cuenca López &Martín Cáceres, 2010), geography (Tüzün, Yılmaz-Soylu, Karakus, Inal, & Kızılkaya, 2009), language (Liu & Chu, 2010) and decision-science (Chang, Peng, & Chao, 2010).”
- Augmented Reality Trends in Education: A Systematic Review of Research and Applications (2014, background): “…in this field of education focused on language learning (Liu & Tsai, 2013; Chang, Lee, Wang, & Chen, 2010; Ho, Nelson, & Müeller-Wittig, 2011; Liu & Chu, 2010), visual art and painting appreciation (Di Serio, Ibáñez, & Kloos, 2013; Chang et al., 2014), and culture and multiculturalism (Furió…”
- Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning (2019, background): “Furthermore, research evidence suggests that AR can increase student motivation in the learning process (Liu and Chu 2010; Bujak et al.”
- The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020, background): “…Learning Organization (HELLO), educational games could positively influence academic achievements and improve student motivation in English language learning via learning strategies, e.g. ubiquitous game-based learning, collaborative learning, and context-aware learning strategies (Liu & Chu, 2010).”
- A ubiquitous English vocabulary learning system: Evidence of active/passive attitudes vs. usefulness/ease-of-use (2012, background): “The above student behavior explains the results and echo the studies of Kim and Gilman (2008), Liu, (2009), Liu and Chu (2010), and Sun and Dong (2004).”
- Gameplay Engagement and Learning in Game-Based Learning (2015, background): “…et al., 2011; Sadler et al., 2013; Sanchez & Olivares, 2011; Suh et al., 2010) illustrate that multirole-play or collaborative role-play works effectively when coupled with learning tools and interactive elements and materials (Lennon & Coombs, 2007; Liu & Chu, 2010) to motivate and help learning.”
- The effect of Chinese EFL students’ learning motivation on learning outcomes within a blended learning environment (2021, background): “…motivation have been explored in technology-supported learning settings, such as project-based digital storytelling using an online information-searching system and Microsoft’s Photo Story (Hung et al., 2012), ubiquitous games (Liu & Chu, 2010) and mobile gamification learning (Su & Cheng, 2014).”
- Using gamification to support learning English as a second language: a systematic review (2019, background): “Learning English as a Second Language (LESL) is crucial for international, political, and cultural communication and also for communication and group work activities in international classroom settings (Behroozi & Amoozegar, 2014; Liu & Chu, 2010).”