Cart (Loading....) | Create Account
Close category search window
 

Development and Evaluation of Peer Feedback in the English Quiz Game Design in Social Network

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$31 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

4 Author(s)
Jan-Pan Hwang ; Dept. of Eng. Sci., Nat. Chung Kung Univ., Tainan, Taiwan ; Ting-Ting Wu ; Yong-Ming Huang ; Yueh-Min Huang

In this study, we developed a game-based learning system on a social network platform to instruct customs and cultures in the English speaking countries in order to investigate the increase of learning willingness and motivation by using the digital game-based learning(DBGL) model. To determine the learning behaviors and results of the learning design which combines game-based and social network theories, this study involved students from an elementary school to implement a multi-player, real-time quiz game, known as 'Challenger', on the Facebook platform. As players, the learners can "Call Out" for help or assistance; however, online friends hold the decision of "Replying" or "Not to Reply" the players' "Call Outs". This mechanism is so called "Peer Feedback". Results of this study showed that the DGBL incorporated into a social network website is a feasible and sound model for teaching. By the model, English learning will become more interesting which makes students more enjoyable in learning auxiliary materials after school if they cannot fully comprehend the course in the classroom. By the outcome, we found peer influence seems not only motivates learner's participation in the game but also catalyze learning effectiveness.

Published in:

Advanced Learning Technologies (ICALT), 2012 IEEE 12th International Conference on

Date of Conference:

4-6 July 2012

Need Help?


IEEE Advancing Technology for Humanity About IEEE Xplore | Contact | Help | Terms of Use | Nondiscrimination Policy | Site Map | Privacy & Opting Out of Cookies

A not-for-profit organization, IEEE is the world's largest professional association for the advancement of technology.
© Copyright 2014 IEEE - All rights reserved. Use of this web site signifies your agreement to the terms and conditions.