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Developing English language learners' oral production with a digital game-based mobile application
Zehua Wang1, Feifei Han2,3
1School of Foreign Languages, Shaanxi Xueqian Normal University, Xi'an, Shaanxi, China.
Digital game-based learning improved English oral production in Chinese learners, enhancing complexity and accuracy. Fluency showed mixed results, with increased speech rate but unchanged pauses.
Area of Science:
- Applied Linguistics
- Educational Technology
- Second Language Acquisition
Background:
- Digital game-based learning (DGBL) is increasingly used in language education.
- Mobile applications offer accessible platforms for language practice.
- Assessing oral production complexity, accuracy, and fluency is crucial for language development.
Purpose of the Study:
- To investigate the impact of the "Liulishuo" mobile application on English monologic oral production.
- To evaluate changes in complexity, accuracy, and fluency among Chinese English language learners.
Main Methods:
- A pre-test and post-test design was used with 30 Chinese English language learners.
- Participants engaged in a digital game-based learning activity for 20 weeks.
- Oral production was assessed using narrative picture description tasks, measuring complexity, accuracy, and fluency indices.
Main Results:
- Significant improvements were observed in speech complexity (words per T-unit, lexical density) and accuracy (fewer errors).
- Speech rate increased, indicating enhanced fluency, but mean repairs and pause length remained unchanged.
- Unchanged repairs and pauses may suggest a need for longer intervention periods for proceduralizing linguistic knowledge.
Conclusions:
- The "Liulishuo" mobile application positively influenced English monologic oral production complexity and accuracy.
- While fluency showed some improvement (speech rate), other aspects require further investigation.
- DGBL mobile applications show promise for improving specific components of oral language skills in learners.
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