L2 Learning Outcomes of a Research-Based Digital App for Japanese Children

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Title: L2 Learning Outcomes of a Research-Based Digital App for Japanese Children
Language: English
Authors: Hee Jin Bang (ORCID 0000-0001-9831-9236), Eric Setoguchi (ORCID 0000-0002-8923-2355), Alison Mackey, Akiko Fujii (ORCID 0000-0001-7293-0862)
Source: Studies in Second Language Acquisition. 2024 46(2):504-534.
Availability: Cambridge University Press. 100 Brook Hill Drive, West Nyack, NY 10994. Tel: 800-872-7423; Tel: 845-353-7500; Fax: 845-353-4141; e-mail: subscriptions_newyork@cambridge.org; Web site: https://www.cambridge.org/core/what-we-publish/journals
Peer Reviewed: Y
Page Count: 31
Publication Date: 2024
Document Type: Journal Articles
Reports - Research
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Computer Software, Computer Games, Telecommunications, Handheld Devices, English (Second Language), Language Proficiency, Decision Making, Parent Attitudes, Parent Child Relationship, Children, Outcomes of Education
Geographic Terms: Japan
DOI: 10.1017/S0272263124000147
ISSN: 0272-2631
1470-1545
Abstract: Digital educational game-based apps can be effective in helping young children develop language skills, particularly when paired with formal instruction. However, we need to know more about how educational games benefit learning in the absence of formal instruction, given children's proficiency with and willingness to use mobile devices anytime, anywhere. This study uses a randomized controlled trial design to investigate the impact of a digital app--"ABCmouse English"--on L2 learning of seven- and eight-year-old Japanese children over a 16-week period. Pre- and post-assessments of the children's English proficiency, together with an analysis of when and how they played with the app, were used to shed light on the relationship between the children's in-app game choices and their language learning outcomes. Surveys and interviews with parents provide qualitative insights and information about the experiences of children and their families while using the app and its impact on their development as language learners.
Abstractor: As Provided
Entry Date: 2024
Accession Number: EJ1429534
Database: ERIC
FullText Text:
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  Data: L2 Learning Outcomes of a Research-Based Digital App for Japanese Children
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  Data: <searchLink fieldCode="AR" term="%22Hee+Jin+Bang%22">Hee Jin Bang</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-9831-9236">0000-0001-9831-9236</externalLink>)<br /><searchLink fieldCode="AR" term="%22Eric+Setoguchi%22">Eric Setoguchi</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-8923-2355">0000-0002-8923-2355</externalLink>)<br /><searchLink fieldCode="AR" term="%22Alison+Mackey%22">Alison Mackey</searchLink><br /><searchLink fieldCode="AR" term="%22Akiko+Fujii%22">Akiko Fujii</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-7293-0862">0000-0001-7293-0862</externalLink>)
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  Data: <searchLink fieldCode="SO" term="%22Studies+in+Second+Language+Acquisition%22"><i>Studies in Second Language Acquisition</i></searchLink>. 2024 46(2):504-534.
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  Data: Cambridge University Press. 100 Brook Hill Drive, West Nyack, NY 10994. Tel: 800-872-7423; Tel: 845-353-7500; Fax: 845-353-4141; e-mail: subscriptions_newyork@cambridge.org; Web site: https://www.cambridge.org/core/what-we-publish/journals
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  Data: 31
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  Data: <searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Second+Language+Learning%22">Second Language Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Second+Language+Instruction%22">Second Language Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Software%22">Computer Software</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Telecommunications%22">Telecommunications</searchLink><br /><searchLink fieldCode="DE" term="%22Handheld+Devices%22">Handheld Devices</searchLink><br /><searchLink fieldCode="DE" term="%22English+%28Second+Language%29%22">English (Second Language)</searchLink><br /><searchLink fieldCode="DE" term="%22Language+Proficiency%22">Language Proficiency</searchLink><br /><searchLink fieldCode="DE" term="%22Decision+Making%22">Decision Making</searchLink><br /><searchLink fieldCode="DE" term="%22Parent+Attitudes%22">Parent Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Parent+Child+Relationship%22">Parent Child Relationship</searchLink><br /><searchLink fieldCode="DE" term="%22Children%22">Children</searchLink><br /><searchLink fieldCode="DE" term="%22Outcomes+of+Education%22">Outcomes of Education</searchLink>
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  Data: <searchLink fieldCode="DE" term="%22Japan%22">Japan</searchLink>
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  Data: 10.1017/S0272263124000147
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  Data: 0272-2631<br />1470-1545
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  Data: Digital educational game-based apps can be effective in helping young children develop language skills, particularly when paired with formal instruction. However, we need to know more about how educational games benefit learning in the absence of formal instruction, given children's proficiency with and willingness to use mobile devices anytime, anywhere. This study uses a randomized controlled trial design to investigate the impact of a digital app--"ABCmouse English"--on L2 learning of seven- and eight-year-old Japanese children over a 16-week period. Pre- and post-assessments of the children's English proficiency, together with an analysis of when and how they played with the app, were used to shed light on the relationship between the children's in-app game choices and their language learning outcomes. Surveys and interviews with parents provide qualitative insights and information about the experiences of children and their families while using the app and its impact on their development as language learners.
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  Data: EJ1429534
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      – Text: English
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      – SubjectFull: Foreign Countries
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      – SubjectFull: Japan
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      – TitleFull: L2 Learning Outcomes of a Research-Based Digital App for Japanese Children
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