EPHHR+2022-82-86
EPHHR+2022-82-86
EPHHR+2022-82-86
Volume 8 (2023)
1. Introduction
The prevailing international influence of English enables English learning to be a crucial
component of China's education. Word acquisition is the core of language learning [1]. The majority
of learners, however, believe that memorizing English words is a tedious task. It has been found that
traditional vocabulary teaching methods negatively affect learners' attitudes towards learning [2].
Fortunately, as technology has developed, using mobile phones to access information and knowledge
has become more popular [3, 4]. Based on previous studies, apps with games that help students learn
vocabulary can motivate them, enhance their learning effectiveness, and increase their satisfaction
with their learning [5, 6]. Therefore, this study aims to investigate whether game-based English
vocabulary apps are helpful for primary teachers, students, and their parents to understand what are
potential problems, and what are the practical ways of these apps to solve problems.
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Volume 8 (2023)
contributed to their learning. In addition, it shows that it is possible to use mobile learning in both
classroom and non-classroom settings because it can take place wherever there is internet access
The current mobile learning app for English word learning mainly has two categories according to
the functional classification. The function of the first type of app is to look up words, such as Baidu
translation, PowerWord, Youdao Dictionary, and Eudic, a series of electronic dictionaries. The main
purpose of these apps is to help users to do a quick search for words they do not know. When users
encounter words they do not recognize, it is convenient for them to use these apps to quickly find out
the words’ meanings and can add the words to the word list for further review later. The example
sentences and the pronunciation of words in these apps can also assist users in understanding the
meaning of words. This kind of app is more similar to a temporary storage place for the user's
vocabulary. The second category is the word memorization apps, such as BaiCiZhan, Bubei Word,
Shanbay Word, and MoMo Word, which are widely used in China. These apps cover many English
tests word lists, including junior and senior high school, IELTS, TOEFL, SAT, GMAT, etc. It is
beneficial for students to memorize words at any time, in anywhere, with these apps, which eliminates
the necessity of buying and carrying heavy vocabulary books. In addition, these apps allow users to
schedule the number of words they should memorize each day according to their exam schedules,
allowing them to allocate time accordingly.
2.2. Mobile Game-based Learning
Mobile learning apps provide a more convenient option for people to learn English. However, the
emergence of English learning apps that combine mobile learning apps and mobile games has
stimulated even more innovative learning strategies both inside and outside the classroom. Because
of this, mobile game-based learning (MGBL) has become a viable alternative to traditional teaching
and learning methods, especially for the younger generation. A study performed by three researchers
investigated the relationship between learning words and using a mobile game-based learning app.
This is a mobile learning app designed with and without game functions. In the experiment, the
students who used the game function in this application performed better on vocabulary tests and had
a better memory. Apart from that, compared to the traditional learning method, which is using paper
to write down new words, game-based learning is also more excellent. As Li argues, game-based
vocabulary learning apps can enlarge individuals’ vocabulary, engage students’ interest, build their
confidence, and motivate them in comparison to traditional learning method [14]. Similarly, some
researchers found that learning English vocabulary through mobile game-based apps can strengthen
students’ memory, learning ability, and reduce their stress. [6].
Some word memorization applications have combined games with word memorization. For
instance, BaiCiZhan, a vocabulary learning app, which first gives people an example sentence using
the word along with four pictures when they learn a new word. Among these pictures, only one
corresponds to the word's meaning. Students are instructed to choose the image that relates to the
word out of the four pictures. As a result of this interesting game, people subconsciously develop a
connection between pictures and words, which contributes to a more vivid and deeper memory of the
words. In addition to the games set up when learning new words, games also exist in the review of
words. The app sets up a variety of review methods, such as choosing the Chinese meaning of a word
given in English, choosing the English word according to Chinese, listening to the pronunciation of
the word to choose the meaning of the word, and spelling the correct word by the given letters. When
the user completes the daily word memorization plan, the unfamiliar words will form a new word list,
and the word app will make a word review plan according to the Ebbinghaus forgetting curve. When
the user opens the app the next day, they have to review the old words before learning the new ones.
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party software. For students who are overly dependent on learning apps, parents can set the time when
the app is used. For example, some applications have a child lock. After the app time is exceeded, the
phone will automatically close the app. In this way, elementary school students cannot use these apps
at other times, and will not make students reliant on the app. For the error messages in the app, the
software developer needs to hire a more professional teacher to proofread the information in the app.
At the same time, the user feedback function can be used to correct errors in time. As for the pop-up
advertisements in the app, the software developer needs to further enhance the quality of the software
to raise users' trust in the software.
4. Conclusion
To sum up, mobile game-based English vocabulary learning apps have played an essential role for
primary students in increasing the efficiency of memorizing words. These mobile game-based English
vocabulary learning apps integrate games and English words with interesting pictures, audio, and
videos, and also create a community for users to discuss and compete, which stimulates the interest
of elementary school students in learning English words and increases their motivation to better
understand the meaning of words. However, these apps are only auxiliary and still have some
shortcomings that need to be addressed by parents and software developers in order to help children
attain better learning outcomes.
References
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[3] Duman, G., Orhon, G., & Gedik, N. (2014). Research trends in mobile-assisted language learning from
2000 to 2012. ReCALL, 27(2), 197-216.
[4] Liu, P. L. (2016). Mobile English vocabulary learning based on concept-mapping strategy. Language
Learning & Technology, 20(3), 128-141.
[5] Sandberg, J., Maris, M. & De Geus, K. (2011). Mobile English learning: An evidence-based study with
fifth graders. Computer & Education, 57, 1334-1347.
[6] Wu, T. T. & Huang, Y. M. (2017). A mobile game-based English vocabulary practice system based on
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[7] Basoglu, E. B. & Akdemir, O. (2010). A comparison of undergraduate students’ English vocabulary
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[8] Thornton, P., & Houser, C. (2005). Using mobile phones in English education in Japan. Journal of
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[10] Kohnke, Zhang and Zou (2019). Using mobile vocabulary learning apps as aids to knowledge retention:
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[11] Sandberg, J., Maris, M. & De Geus, K. (2011). Mobile English learning: An evidence-based study with
fifth graders. Computer & Education, 57, 1334-1347.
[12] Kukulska-Hulme, A., & Shield, L. (2008). An overview of mobile assisted language learning: From
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[13] Chen, C., Liu, H. & Huang H. (2019). Effects of a mobile game-based English vocabulary learning app
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[14] Li, R. (2021). Does game-based vocabulary learning app influence Chinese EFL learners’ vocabulary
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