TY - GEN
T1 - Game-Based Learning Models for Building Chinese College Students’ Disciplinary English Literacy in Mathematics
AU - Jin, Nana
AU - Chen, Zili
AU - Tian, Chenxu
N1 - Funding Information:
Acknowledgement. This study is supported by the 2018 Anhui Province University Outstanding Young Talents Support Program Key Project (gxyqZD2018086), China.
Publisher Copyright:
© 2021, Springer Nature Switzerland AG.
PY - 2022
Y1 - 2022
N2 - This study focuses on designing a game-based learning model for disciplinary English in mathematics, and it is exclusively designed for college students learning English as a second language. Disciplinary literacy is highly related to disciplinary knowledge, and usually they develop side by side for a native speaker. For Chinese college students, their disciplinary English literacy has not developed due to the lack of disciplinary language training in high school and college. This research takes mathematics as an example, analyzing the linguistic features of this discipline, and furthermore designs a game-based and mobile-assisted learning model. Four mobile Apps are used in the model for various learning purposes: Quizlet, Padlet, Edpuzzle and Kahoot. Disciplinary English learning could be monotonous, but the engaging learning model moves students’ attention from disciplinary English learning to solving disciplinary questions. The feedback from our pretest shows that the game-based learning model helps students maintain interests and curiosity in developing disciplinary English literacy.
AB - This study focuses on designing a game-based learning model for disciplinary English in mathematics, and it is exclusively designed for college students learning English as a second language. Disciplinary literacy is highly related to disciplinary knowledge, and usually they develop side by side for a native speaker. For Chinese college students, their disciplinary English literacy has not developed due to the lack of disciplinary language training in high school and college. This research takes mathematics as an example, analyzing the linguistic features of this discipline, and furthermore designs a game-based and mobile-assisted learning model. Four mobile Apps are used in the model for various learning purposes: Quizlet, Padlet, Edpuzzle and Kahoot. Disciplinary English learning could be monotonous, but the engaging learning model moves students’ attention from disciplinary English learning to solving disciplinary questions. The feedback from our pretest shows that the game-based learning model helps students maintain interests and curiosity in developing disciplinary English literacy.
KW - Chinese college students
KW - Disciplinary English literacy
KW - Game-based learning models
KW - Mathematics
UR - http://www.scopus.com/inward/record.url?scp=85124672128&partnerID=8YFLogxK
UR - https://www.mendeley.com/catalogue/936d2046-45d4-3630-84ca-50aa3b6c3a00/
U2 - 10.1007/978-3-030-92836-0_41
DO - 10.1007/978-3-030-92836-0_41
M3 - Conference contribution
AN - SCOPUS:85124672128
SN - 9783030928353
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 460
EP - 468
BT - Emerging Technologies for Education - 6th International Symposium, SETE 2021, Revised Selected Papers
A2 - Jia, Weijia
A2 - Tang, Yong
A2 - Lee, Raymond S.
A2 - Herzog, Michael
A2 - Zhang, Hui
A2 - Hao, Tianyong
A2 - Wang, Tian
PB - Springer Science and Business Media Deutschland GmbH
T2 - 6th International Symposium on Emerging Technologies for Education, SETE 2021
Y2 - 11 November 2021 through 12 November 2021
ER -