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논문검색은 역시 페이퍼서치

> 한국멀티미디어언어교육학회 > Multimedia-Assisted Language Learning > 24권 4호

EFL Students’ Engagement, Attitudes, and Task Participation in Augmented Reality Mobile Games and Pleasure Reading

EFL Students’ Engagement, Attitudes, and Task Participation in Augmented Reality Mobile Games and Pleasure Reading

( Juhee Lee )

- 발행기관 : 한국멀티미디어언어교육학회

- 발행년도 : 2021

- 간행물 : Multimedia-Assisted Language Learning, 24권 4호

- 페이지 : pp.75-106 ( 총 32 페이지 )


학술발표대회집, 워크숍 자료집 중 1,2 페이지 논문은 ‘요약’만 제공되는 경우가 있으니,

구매 전에 간행물명, 페이지 수 확인 부탁 드립니다.

7,200
논문제목
초록(외국어)
Using a mixed-method approach, this study examined student engagement, attitudes, and task participation in an augmented reality (AR) mobile game and pleasure reading among 78 undergraduates learning English as a foreign language (EFL) in South Korea. The location-based AR mobile game involved taking up the role of a private investigator, interviewing virtual characters while walking around campus, solving the given problem, and writing a case report using collected information. Pleasure reading involved choosing a book, reading it, and submitting a book review. After experiencing both the AR mobile game and pleasure reading, the students completed case reports, book reviews, reading logs, questionnaires, and semi-structured interviews for seven weeks. The results indicate that the AR game elicited significantly higher levels of behavioral, cognitive, and emotional engagement, as well as more positive attitudes (involvement, enjoyment, satisfaction, and willingness to continue), than pleasure reading. Furthermore, the challenging problem-solving task of the AR game demanded a considerable amount of intellectual and personal effort, which kept students cognitively and affectively engaged in the game, whereas the absence of such a challenging task in pleasure reading, other than understanding the English, ironically led students to engage less in reading books. Despite the significantly higher ratings on perceived usefulness of books in EFL learning, many students expressed strong psychological barriers to books, particularly when they had received few pleasurable reading experiences during childhood or adolescence. Furthermore, playing the AR game in groups enhanced student engagement and task participation significantly better than working individually; the advantages of working in groups were not evident in pleasure reading.

논문정보
  • - 주제 : 어문학분야 > 영어학
  • - 발행기관 : 한국멀티미디어언어교육학회
  • - 간행물 : Multimedia-Assisted Language Learning, 24권 4호
  • - 발행년도 : 2021
  • - 페이지 : pp.75-106 ( 총 32 페이지 )
  • - UCI(KEPA) : I410-ECN-0102-2022-700-000921732
저널정보
  • - 주제 : 어문학분야 > 영어학
  • - 성격 : 학술지
  • - 간기 : 계간
  • - 국내 등재 : KCI 등재
  • - 해외 등재 : -
  • - ISSN : 1229-8107
  • - 수록범위 : 1998–2022
  • - 수록 논문수 : 643