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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Main Authors: | , , |
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Format: | text |
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Archīum Ateneo
2019
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Online Access: | https://archium.ateneo.edu/discs-faculty-pubs/264 https://apsce.net/icce/icce2019/04_Proceedings.html |
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Institution: | Ateneo De Manila University |