Publication: Diamon: Learning the english language through gaming by kindergarten students
| dc.contributor.author | Melek, Ceren Gulra | |
| dc.contributor.author | Cheng, Hongin | |
| dc.contributor.author | Salman, Yücel Batu | |
| dc.contributor.institution | Melek, Ceren Gulra, Department of Computer Engineering, İstanbul Arel Üniversitesi, Istanbul, Turkey | |
| dc.contributor.institution | Cheng, Hongin, Department of Industrial and Management Engineering, Kyungsung University, Busan, South Korea | |
| dc.contributor.institution | Salman, Yücel Batu, Department of Software Engineering, Bahçeşehir Üniversitesi, Istanbul, Turkey | |
| dc.date.accessioned | 2025-10-05T16:34:05Z | |
| dc.date.issued | 2015 | |
| dc.description.abstract | The purpose of this study was to measure the effect of a serious game on the achievement and performance of 6 years old kindergarten students. A mobile game, Diamon, was designed using the Spiral Education Game Design Model. The content for the game was identified by researching existing educational applications and literature. An experiment was conducted using kindergarten students to examine the students’ performance using a pre-test, a post-test, and examine the motivations of learning via a survey. Fifty-two kindergarten students participated in the experiment and Diamon was observed to be effective for foreign language learning. We also observed game-based learning can enhance the motivation to learn. © 2015 Elsevier B.V., All rights reserved. | |
| dc.identifier.endpage | 1271 | |
| dc.identifier.issn | 1881803X | |
| dc.identifier.issue | 4 | |
| dc.identifier.scopus | 2-s2.0-84924588357 | |
| dc.identifier.startpage | 1267 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.14719/12873 | |
| dc.identifier.volume | 9 | |
| dc.language.iso | en | |
| dc.publisher | ICIC Express Letters Office icicel@ijicic.org | |
| dc.relation.source | ICIC Express Letters | |
| dc.subject.authorkeywords | Foreign Language Learning | |
| dc.subject.authorkeywords | Game-based Learning | |
| dc.subject.authorkeywords | Motivation | |
| dc.subject.authorkeywords | Serious Game | |
| dc.subject.authorkeywords | Computational Linguistics | |
| dc.subject.authorkeywords | Education | |
| dc.subject.authorkeywords | Education Computing | |
| dc.subject.authorkeywords | Motivation | |
| dc.subject.authorkeywords | Education Game | |
| dc.subject.authorkeywords | Educational Applications | |
| dc.subject.authorkeywords | English Languages | |
| dc.subject.authorkeywords | Foreign Language Learning | |
| dc.subject.authorkeywords | Game-based Learning | |
| dc.subject.authorkeywords | Mobile Games | |
| dc.subject.authorkeywords | Post Test | |
| dc.subject.authorkeywords | Serious Games | |
| dc.subject.authorkeywords | Students | |
| dc.subject.indexkeywords | Computational linguistics | |
| dc.subject.indexkeywords | Education | |
| dc.subject.indexkeywords | Education computing | |
| dc.subject.indexkeywords | Motivation | |
| dc.subject.indexkeywords | Education game | |
| dc.subject.indexkeywords | Educational Applications | |
| dc.subject.indexkeywords | English languages | |
| dc.subject.indexkeywords | Foreign language learning | |
| dc.subject.indexkeywords | Game-based Learning | |
| dc.subject.indexkeywords | Mobile games | |
| dc.subject.indexkeywords | Post test | |
| dc.subject.indexkeywords | Serious games | |
| dc.subject.indexkeywords | Students | |
| dc.title | Diamon: Learning the english language through gaming by kindergarten students | |
| dc.type | Article | |
| dcterms.references | Digital Game Based Learning, (2001), Oxford University Press Oxford, (2006), Karabuk, (2009), Multicultural Matters Ltd, (2000), Tomlinson, Brian, Playing to Learn: A Review of Physical Games in Second Language Acquisition, Simulation and Gaming, 40, 5, pp. 645-668, (2009), undefined, Connolly, Thomas M., Towards the development of a games-based learning evaluation framework, pp. 251-273, (2009), Berns, Anke, Game-like language learning in 3-D virtual environments, Computers and Education, 60, 1, pp. 210-220, (2013), Adams, Samantha A., Use of serious health games in health care: A review, Studies in Health Technology and Informatics, 157, pp. 160-166, (2010), Rochmawati, Erna, Education strategies to foster health professional students' clinical reasoning skills, Nursing and Health Sciences, 12, 2, pp. 244-250, (2010) | |
| dspace.entity.type | Publication | |
| local.indexed.at | Scopus | |
| person.identifier.scopus-author-id | 56545836200 | |
| person.identifier.scopus-author-id | 14064606700 | |
| person.identifier.scopus-author-id | 24504384000 |
