DIGITAL LIBRARY
A MOBILE TREASURE HUNT GAME FOR LANGUAGE LEARNING
University of Zagreb, Faculty of Electrical engineering and Computing (CROATIA)
About this paper:
Appears in: EDULEARN22 Proceedings
Publication year: 2022
Pages: 5029-5033
ISBN: 978-84-09-42484-9
ISSN: 2340-1117
doi: 10.21125/edulearn.2022.1200
Conference name: 14th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2022
Location: Palma, Spain
Abstract:
In this paper, we present the results of our research in the field of digital game-based foreign language learning. To improve student engagement and interest in learning the English language, a mobile treasure hunt themed game was developed, and a preliminary trial was conducted with a group of third-grade students. In a game, which combined both, digital and physical in-class and outdoor activities, students were asked to solve a series of small English learning-related tasks using tablet computers. Each task carried an educational component, e.g., students needed to find an English word for a given object, correct wrong spelling, connect matching words, take a photo of an object whose English name they were given, etc. While students played the game, the teacher monitored their progress and was able to accept or reject descriptive or photo answers, guiding the whole activity. Besides data collected from the game activity log, a focus group was organized to gather additional information and student attitudes toward this type of technology-enhanced learning.

This research provided valuable insight into the whole learning process combining the virtual and physical worlds using a custom-made mobile game application. Our findings suggest that a digital game-based approach to foreign language learning has strong potential to improve student interest and engagement, which could, eventually, lead to more successful learning. However, for optimal results, it is necessary to maintain the balance between the educational and game elements of the activities.
Keywords:
Technology-enhanced learning, game-based learning, language learning, interest, engagement.