Analysis of Student Affect and Behavior While Playing a Mobile Game for English Comprehension
We discuss a field study in which 30 public school students from grades 4, 5, and 6 play Learning Likha, a mobile-based game for practicing English comprehension. Using self-report questionnaires, a comprehension test, BROMP observations, and game interaction logs, we assessed the extent to which st...
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Archīum Ateneo
2019
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ph-ateneo-arc.discs-faculty-pubs-12672022-03-03T03:41:45Z Analysis of Student Affect and Behavior While Playing a Mobile Game for English Comprehension Rodrigo, Ma. Mercedes T. Agapito, Jenilyn L Manahan, Dominique Marie Antoinette We discuss a field study in which 30 public school students from grades 4, 5, and 6 play Learning Likha, a mobile-based game for practicing English comprehension. Using self-report questionnaires, a comprehension test, BROMP observations, and game interaction logs, we assessed the extent to which students understood the game’s contents and enjoyed playing the game. We also tried to determine any relationships between student achievement, affect, and behavior. Self-reported feedback about the game was positive, with students reporting interest, enjoyment, and sufficient challenge. Students across all grade levels exhibited engaged concentration and on-task activity while playing the game. However, post-test comprehension scores were low, especially for the younger participants. On-task conversation and confusion were negatively correlated with achievement. Additionally, on-task behavior and engaged concentration were positively correlated with number of interface taps. 2019-01-01T08:00:00Z text https://archium.ateneo.edu/discs-faculty-pubs/264 https://apsce.net/icce/icce2019/04_Proceedings.html Department of Information Systems & Computer Science Faculty Publications Archīum Ateneo mobile-assisted language learning English comprehension Philippines Learning Likha BROMP Computer Sciences Databases and Information Systems Education Game Design |
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mobile-assisted language learning English comprehension Philippines Learning Likha BROMP Computer Sciences Databases and Information Systems Education Game Design |
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mobile-assisted language learning English comprehension Philippines Learning Likha BROMP Computer Sciences Databases and Information Systems Education Game Design Rodrigo, Ma. Mercedes T. Agapito, Jenilyn L Manahan, Dominique Marie Antoinette Analysis of Student Affect and Behavior While Playing a Mobile Game for English Comprehension |
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We discuss a field study in which 30 public school students from grades 4, 5, and 6 play Learning Likha, a mobile-based game for practicing English comprehension. Using self-report questionnaires, a comprehension test, BROMP observations, and game interaction logs, we assessed the extent to which students understood the game’s contents and enjoyed playing the game. We also tried to determine any relationships between student achievement, affect, and behavior. Self-reported feedback about the game was positive, with students reporting interest, enjoyment, and sufficient challenge. Students across all grade levels exhibited engaged concentration and on-task activity while playing the game. However, post-test comprehension scores were low, especially for the younger participants. On-task conversation and confusion were negatively correlated with achievement. Additionally, on-task behavior and engaged concentration were positively correlated with number of interface taps. |
format |
text |
author |
Rodrigo, Ma. Mercedes T. Agapito, Jenilyn L Manahan, Dominique Marie Antoinette |
author_facet |
Rodrigo, Ma. Mercedes T. Agapito, Jenilyn L Manahan, Dominique Marie Antoinette |
author_sort |
Rodrigo, Ma. Mercedes T. |
title |
Analysis of Student Affect and Behavior While Playing a Mobile Game for English Comprehension |
title_short |
Analysis of Student Affect and Behavior While Playing a Mobile Game for English Comprehension |
title_full |
Analysis of Student Affect and Behavior While Playing a Mobile Game for English Comprehension |
title_fullStr |
Analysis of Student Affect and Behavior While Playing a Mobile Game for English Comprehension |
title_full_unstemmed |
Analysis of Student Affect and Behavior While Playing a Mobile Game for English Comprehension |
title_sort |
analysis of student affect and behavior while playing a mobile game for english comprehension |
publisher |
Archīum Ateneo |
publishDate |
2019 |
url |
https://archium.ateneo.edu/discs-faculty-pubs/264 https://apsce.net/icce/icce2019/04_Proceedings.html |
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1728621275904999424 |