The Engineermejora del dominio de vocabulario de ingeniería técnica en inglés entre estudiantes de grado mediante el uso de un videojuego serio

  1. Ricardo Casañ Pitarch 1
  1. 1 Universidad Politécnica de Valencia
    info

    Universidad Politécnica de Valencia

    Valencia, España

    ROR https://ror.org/01460j859

Journal:
Revista de educación

ISSN: 0034-8082

Year of publication: 2024

Issue Title: Gamificación, Videojuegos y eSports

Issue: 405

Pages: 303-320

Type: Article

DOI: 10.4438/1988-592X-RE-2024-405-636 DIALNET GOOGLE SCHOLAR lock_openOpen access editor

More publications in: Revista de educación

Abstract

Since the decade of 2010, the game-based approach has given rise to new research in education. The quick advance of technology has also helped to introduce more powerful and sophisticated devices and digital applications in the classroom. As a result, gamifying a subject with serious video games is a new rising trend in the educational sector. Therefore, this research is based on the use of a serious video game that has been developed with institutional support and it aims to reinforce a university bachelor’s degree subject. The Engineer is a serious game designed to teach English for engineering and gives support to a textbook for the subject English B2 for Industrial Engineers at the Universitat Politècnica de València. This research aimed to measure the learners’ acquisition of new engineering vocabulary in English after using the game and the associated textbook. In our experiment, 64 Industrial Engineering degree students were divided into an experimental group that used the game and textbook and a control group that only used the textbook. Both groups took a pre-test and a posttest to measure their knowledge of general and specific engineering vocabulary. Results showed that the use of the serious game increased the exposure time to the foreign language, leading to better results among the experimental group. Students in the experimental group also showed more satisfaction with the course. The study concludes that serious games can be an effective tool for language learning and teaching as it extends the time of exposure to the new ontent and it also motivates the students due to its playful component.

Bibliographic References

  • Alario-Hoyos, C., Estévez-Ayres, I., Pérez-Sanagustín, M., Delgado Kloos, C., y Fernández-Panadero, C. (2017). Understanding Learners’ Motivation and Learning Strategies in MOOCs. The International Review of Research in Open and Distributed Learning, 18(3), 119-137. https://doi.org/10.19173/irrodl.v18i3.2996.
  • Arnab, S., Brown, K., Clarke, S., Dunwell, I., Lim, T., Suttie, N., Louchart, S., Hendrix, M., & De Freitas, S. (2013). The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting. Computers & Education, 69, 15-30. https://doi.org/10.1016/j.compedu.2013.06.013.
  • Cambridge University Press (2010). English Unlimited Placement Test. https://shorturl.at/luzDU.
  • Casañ-Pitarch, R. (2017a). Language for Specific Purposes and Graphic- Adventure Videogames: Supporting Content and Language Learning. Obra digital, 13, 169-183. https://shorturl.at/tLN07.
  • Casañ-Pitarch, R. (2017b). Storyline-Based Videogames in the FL Classroom. Digital Education Review, 31, 80-92. https://doi. org/10.1344/der.2017.31.80-92.
  • Casañ-Pitarch, R. (2020). Enhancing Listening Skills and Learning Specific Language with Transcription Activities Using LyricsTraining. En Olmo-Cazevielle, F., Carrió-Pastor, M.L. Periñan-Pascual, C. y Romero-Forteza, F. (Eds.), Estudios de lingüística aplicada IV, 69-81. Universitat Politècnica de València.
  • Casañ-Pitarch, R. (2022). On Serious Games, Gamification, & Digital Game-Based Learning: Foreign Language Learning in the Digital Age. Tirant lo Blanch.
  • Casañ-Pitarch, R., & Gong, J. (2021). Testing ImmerseMe with Chinese students: acquisition of foreign language forms and vocabulary in Spanish. Language Learning in Higher Education, 11(1), 219-233. https://doi.org/10.1515/cercles-2021-2016.
  • Casañ Pitarch, R., & Wang, L. (2022). Spanish B1 vocabulary acquisition among Chinese students with Guadalingo. The International Journal of Information and Learning Technology, 39(2), 197-208. https://doi. org/10.1108/IJILT-07-2021-0101
  • Calvo-Ferrer, J. R., & Belda-Medina, J. (2015). Análisis de la satisfacción del alumnado de L2 con respecto a la adquisición de terminología especializada por medio de videojuegos: estudio del caso. Porta Linguarum: revista internacional de didáctica de las lenguas extranjeras, 24, 179-190. https://doi.org/10.30827/Digibug.53869
  • Calvo-Ferrer, J. R., & Belda-Medina, J. (2021). El videojuego subtitle legends para la enseñanza de lengua inglesa en el ámbito de la traducción y la interpretación: planificación docente y percepción del alumnado. Lenguas Modernas, 58, 71-86. https://shorturl.at/opV45.
  • De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & education, 75, 82-91. https://doi. org/10.1016/j.compedu.2014.01.012
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). Association for Computing Machinery. https://doi.org/10.1145/2181037.2181040
  • Díaz-Bravo, R. (2019). Guadalingo: aprendizaje experiencial de español LE/L2 en un entorno virtual gamificado. Journal of Spanish Language Teaching, 6(1), 64-70. https://doi.org/10.1080/23247797.2019.1613078.
  • Don, Y., & Wang, Y. (2019). Gamification in foreign language learning: A systematic review. Computer Assisted Language Learning, 32(8), 727- 761.
  • Edmonds, S. (2011). Gamification of learning. Training and Development in Australia, 38(6), 20-22. https://doi.org/10.3316/24743546.2011. 7542648.
  • Escribano, F. (2012). 10 Gamification as the Post-Modern Phalanstère: The video game industry: Formation, present state, and future. En P. Zackariasson y T. L. Wilson (eds.), The video game industry: formation, present state, and future (pp. 198-219). Routledge.
  • Ford, M. (2016). Writing interactive fiction with Twine. Que Publishing.
  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467. https://doi.org/10.1177/1046878102238607
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
  • He, L., & Smith, J. (2019). ImmerseMe. Pronunciation in Second Language Learning and Teaching Proceedings, 10(1), 461-466. https://www. iastatedigitalpress.com/psllt/article/id/15402/.
  • Kapp, K. M. (2017). The gamification of learning and instruction: gamebased methods and strategies for training and education. John Wiley & Sons.
  • Kim, M. K., Kim, S. M., Lee, C., & Chun, J. (2012). Evaluation of online learning modules: Application of the contextualized evaluation framework to an e-learning course on health information management. Educational Technology Research and Development, 60(2), 325-341. https://doi.org/10.1186/s12909-021-02609-8.
  • Lee, S. M. (2019). Her Story or their own stories? Digital game-based learning, student creativity, and creative writing. ReCALL, 31(3), 238- 254. https://doi.org/10.1017/S0958344019000028
  • Liu, D., & Zhang, Z. (2017). A comparative study of the effectiveness of mobile game-based and traditional vocabulary learning in Chinese EFL learners. ReCALL, 29(1), 82-99. https://doi. org/10.1177/21582440211003092.
  • Loewen, S., Crowther, D., Isbell, D. R., Kim, K. M., Maloney, J., Miller, Z. F., & Rawal, H. (2019). Mobile-assisted language learning: A Duolingo case study. ReCALL, 31(3), 293-311. https://doi.org/10.1017/ S0958344019000065.
  • Michael, D. R., & Chen, S. L. (2005). Serious games: Games that educate, train, and inform. Cengage Learning PTR.
  • Papastergiou, M. (2016). Digital game-based learning (DGBL): Effects on students of social studies in secondary education. Computers & Education, 94, 1-12. https://doi.org/10.1016/j.compedu.2008. 06.004
  • Pintrich, P. R., Smith, D. A. F., Garcia, T., & Mckeachie, W. J. (1993). Reliability and Predictive Validity of the Motivated Strategies for Learning Questionnaire (Mslq). Educational and Psychological Measurement, 53(3), 801–813. https://doi.org/10.1177/0013164493053003024
  • Pivec, M. (2007). Play and learn: potentials of game-based learning. British journal of educational technology, 38(3), 387-393. https://doi. org/10.1111/j.1467-8535.2007.00722.x
  • Plass, J. L., O’Keefe, P. A., Homer, B. D., Case, J., Hayward, E. O., Stein, M., & Perlin, K. (2013). The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. Journal of educational psychology, 105(4), 1050. https:// doi.org/10.1037/a0032688
  • Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 21-21. https://doi.org/10.1145/950566.950596
  • Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2016). Game on: Engaging customers and employees through gamification. Business horizons, 59(1), 29-36. https://doi.org/10.1016/j.bushor.2015.08.002.
  • Ritterfeld, U., Cody, M., & Vorderer, P. (2009). Serious games: Mechanisms and effects. Routledge.
  • Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033.
  • Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press.
  • Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game-based learning on students’ mathematics achievement: A meta-analysis. Journal of Computer Assisted Learning, 35(3), 407-420. https://doi. org/10.1111/jcal.12347
  • Werbach, K., & Hunter, D. (2015). The gamification toolkit: dynamics, mechanics, and components for the win. University of Pennsylvania Press.
  • Yin, Q. (2021). LyricsTraining: una propuesta docente para la enseñanza de lengua extranjera. Universitat Politècnica de València.
  • Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32. https://doi.org/10.1109/MC.2005.297