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Towards the Sustainable Development of Digital Educational Games for Primary School Students in China

Author

Listed:
  • Juan Chen

    (School of Foreign Languages, Henan University, Kaifeng 475001, China)

  • Shuxia Yang

    (School of Foreign Languages, Henan University, Kaifeng 475001, China)

  • Bing Mei

    (School of Foreign Languages, Henan University, Kaifeng 475001, China)

Abstract

Despite considerable discussion on the benefits of digital educational games, empirical research on their effectiveness in primary schools in China is limited. This case study aimed to promote the sustainable development of digital educational games in primary schools in China by examining the effect of digital educational games on primary school students’ vocabulary acquisition and ascertaining their perceptions and attitudes toward this approach. Given the purposes of this study, an embedded mixed methods research design was employed. Two Grade 4 classes at a Chinese primary school were recruited in this study. During the quasi-experiment, the experimental class ( n = 50) was provided with educational game software, Quizlet, while the control class ( n = 50) was taught through a traditional teaching method. The results show that integrating educational games into language education in the primary schools was effective in improving students’ vocabulary acquisition. This study makes a case for further research of digital educational games in language classrooms at a primary level in China. Implications are made regarding the future sustainable implementation of digital educational games in primary schools in China.

Suggested Citation

  • Juan Chen & Shuxia Yang & Bing Mei, 2021. "Towards the Sustainable Development of Digital Educational Games for Primary School Students in China," Sustainability, MDPI, vol. 13(14), pages 1-14, July.
  • Handle: RePEc:gam:jsusta:v:13:y:2021:i:14:p:7919-:d:594966
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    References listed on IDEAS

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    1. Gary C. Moore & Izak Benbasat, 1991. "Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation," Information Systems Research, INFORMS, vol. 2(3), pages 192-222, September.
    2. Bing Mei & Shuxia Yang, 2019. "Nurturing Environmental Education at the Tertiary Education Level in China: Can Mobile Augmented Reality and Gamification Help?," Sustainability, MDPI, vol. 11(16), pages 1-12, August.
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    Cited by:

    1. Maria José Sá & Sandro Serpa & Carlos Miguel Ferreira, 2022. "Citizen Science in the Promotion of Sustainability: The Importance of Smart Education for Smart Societies," Sustainability, MDPI, vol. 14(15), pages 1-22, July.

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