TY - JOUR
T1 - Can Underprivileged Children Learn Effectively at Home? A Six-Month Study of Game-Based Traditional Chinese Learning during the Pandemic Lockdown
AU - Fung, Ka Yan
AU - Lee, Lik Hang
AU - Hui, Pan
AU - Song, Shenghui
N1 - Funding Information:
This work was supported by The Hong
Kong University of Science and Technology (HKUST) Startup Fund under Grant
R9249.
Publisher Copyright:
© 2008-2011 IEEE.
PY - 2023/3/13
Y1 - 2023/3/13
N2 - The COVID-19 pandemic has suspended physical classes and influenced students from underprivileged groups more seriously due to their poor living conditions and digital disadvantages. To understand the impact of the constrained learning, we conducted a study on game-based learning to examine the effectiveness of computer-aided and autonomous learning of traditional Chinese by underprivileged students. From December 2020 to May 2021, we collected 3245 quiz results from 26 underprivileged students over six months. The quizzes systematically covered the fundamentals of learning traditional Chinese in six aspects, i.e., literacy, orthography, phonology, morphology, speaking, and writing. We analyzed the results to understand the learning efficacy of students. Remarkably, students can significantly improve their skills in literacy and phonology through unsupervised game-based learning. Furthermore, by parsing the writing tasks, we observe substantial improvements among 7 out of 13 common types of writing mistakes. Our study provides a critical lens to understand the design opportunities of game-based learning without direct supervision.
AB - The COVID-19 pandemic has suspended physical classes and influenced students from underprivileged groups more seriously due to their poor living conditions and digital disadvantages. To understand the impact of the constrained learning, we conducted a study on game-based learning to examine the effectiveness of computer-aided and autonomous learning of traditional Chinese by underprivileged students. From December 2020 to May 2021, we collected 3245 quiz results from 26 underprivileged students over six months. The quizzes systematically covered the fundamentals of learning traditional Chinese in six aspects, i.e., literacy, orthography, phonology, morphology, speaking, and writing. We analyzed the results to understand the learning efficacy of students. Remarkably, students can significantly improve their skills in literacy and phonology through unsupervised game-based learning. Furthermore, by parsing the writing tasks, we observe substantial improvements among 7 out of 13 common types of writing mistakes. Our study provides a critical lens to understand the design opportunities of game-based learning without direct supervision.
KW - Autonomous learning
KW - computer-assisted language learning (CALL)
KW - COVID-19
KW - game-based learning
KW - gamification
KW - mobile learning
UR - http://www.scopus.com/inward/record.url?scp=85151348497&partnerID=8YFLogxK
U2 - 10.1109/TLT.2023.3255882
DO - 10.1109/TLT.2023.3255882
M3 - Journal article
AN - SCOPUS:85151348497
SN - 1939-1382
VL - 17
SP - 294
EP - 309
JO - IEEE Transactions on Learning Technologies
JF - IEEE Transactions on Learning Technologies
ER -