Research Article

Applying Exergames in Classroom for Learning Chinese

Volume: 3 Number: 1 October 21, 2021
EN

Applying Exergames in Classroom for Learning Chinese

Abstract

Applying computer games in second language learning (L2) has been proved to be very effective. The integration of learning styles and multiple intelligence theory may reduce students’ learning curve and enhance their learning strengths in L2 learning. However, the traditional games used in L2 are either too simple to be attractive to adult learners or too complicated to be adopted in the classroom. In this paper, to apply Cbodily-kinesthetic intelligence, we used motion sensors (i.e. Intel RealSense) to design a series of computer games for learning Chinese. It gives learners a new way to engage and interact so that it boosts learning efficacy. Based on the observation that gestures and speech show consistent or related meanings, engaging learners’ kinesthetic intelligence has shown to improve performance for foreign language learning, we designed several exergames that can practice Chinese characters and making sentences in classroom teaching and received positive feedback. The motion sensors hold promises to create kinesthetic games to help learners acquire second languages through constructions grounded in 3D space and body motion. The games can be designed using the Microlearning concept, which only covers small topics and fits classroom needs. The exergames can be extended to other foreign languages with little effort.

Keywords

Supporting Institution

The City University of New York

References

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Details

Primary Language

English

Subjects

Language Studies

Journal Section

Research Article

Publication Date

October 21, 2021

Submission Date

March 5, 2021

Acceptance Date

September 22, 2021

Published in Issue

Year 2021 Volume: 3 Number: 1

APA
Luo, L., & Tang, H. (2021). Applying Exergames in Classroom for Learning Chinese. Language and Technology, 3(1), 1-12. https://izlik.org/JA58SJ87PP
AMA
1.Luo L, Tang H. Applying Exergames in Classroom for Learning Chinese. Language and Technology. 2021;3(1):1-12. https://izlik.org/JA58SJ87PP
Chicago
Luo, Ling, and Hao Tang. 2021. “Applying Exergames in Classroom for Learning Chinese”. Language and Technology 3 (1): 1-12. https://izlik.org/JA58SJ87PP.
EndNote
Luo L, Tang H (October 1, 2021) Applying Exergames in Classroom for Learning Chinese. Language and Technology 3 1 1–12.
IEEE
[1]L. Luo and H. Tang, “Applying Exergames in Classroom for Learning Chinese”, Language and Technology, vol. 3, no. 1, pp. 1–12, Oct. 2021, [Online]. Available: https://izlik.org/JA58SJ87PP
ISNAD
Luo, Ling - Tang, Hao. “Applying Exergames in Classroom for Learning Chinese”. Language and Technology 3/1 (October 1, 2021): 1-12. https://izlik.org/JA58SJ87PP.
JAMA
1.Luo L, Tang H. Applying Exergames in Classroom for Learning Chinese. Language and Technology. 2021;3:1–12.
MLA
Luo, Ling, and Hao Tang. “Applying Exergames in Classroom for Learning Chinese”. Language and Technology, vol. 3, no. 1, Oct. 2021, pp. 1-12, https://izlik.org/JA58SJ87PP.
Vancouver
1.Ling Luo, Hao Tang. Applying Exergames in Classroom for Learning Chinese. Language and Technology [Internet]. 2021 Oct. 1;3(1):1-12. Available from: https://izlik.org/JA58SJ87PP

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