Game-Based Learning Models for Building Chinese College Students’ Disciplinary English Literacy in Mathematics

Nana Jin, Zili Chen, Chenxu Tian

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationEmerging Technologies for Education - 6th International Symposium, SETE 2021, Revised Selected Papers
EditorsWeijia Jia, Yong Tang, Raymond S. Lee, Michael Herzog, Hui Zhang, Tianyong Hao, Tian Wang
PublisherSpringer Science and Business Media Deutschland GmbH
Pages460-468
Number of pages9
ISBN (Print)9783030928353
DOIs
Publication statusPublished - 2022
Event6th International Symposium on Emerging Technologies for Education, SETE 2021 - Zhuhai, China
Duration: 11 Nov 202112 Nov 2021

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume13089 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference6th International Symposium on Emerging Technologies for Education, SETE 2021
Country/TerritoryChina
CityZhuhai
Period11/11/2112/11/21

Keywords

  • Chinese college students
  • Disciplinary English literacy
  • Game-based learning models
  • Mathematics

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