Game-Based Learning Models for Building Chinese College Students’ Disciplinary English Literacy in Mathematics

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Abstract

This study focuses on designing a game-based learning model for disciplinary English in mathematics, and it is exclusively designed for college students learning English as a second language. Disciplinary literacy is highly related to disciplinary knowledge, and usually they develop side by side for a native speaker. For Chinese college students, their disciplinary English literacy has not developed due to the lack of disciplinary language training in high school and college. This research takes mathematics as an example, analyzing the linguistic features of this discipline, and furthermore designs a game-based and mobile-assisted learning model. Four mobile Apps are used in the model for various learning purposes: Quizlet, Padlet, Edpuzzle and Kahoot. Disciplinary English learning could be monotonous, but the engaging learning model moves students’ attention from disciplinary English learning to solving disciplinary questions. The feedback from our pretest shows that the game-based learning model helps students maintain interests and curiosity in developing disciplinary English literacy.

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APA

Jin, N., Chen, Z., & Tian, C. (2021). Game-Based Learning Models for Building Chinese College Students’ Disciplinary English Literacy in Mathematics. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 13089 LNCS, pp. 460–468). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-030-92836-0_41

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