International Journal of

ADVANCED AND APPLIED SCIENCES

EISSN: 2313-3724, Print ISSN: 2313-626X

Frequency: 12

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 Volume 8, Issue 7 (July 2021), Pages: 77-83

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 Original Research Paper

 Title: Development and evaluation of a mobile game as an English learning tool for ESL learners

 Author(s): Kobkiat Saraubon *

 Affiliation(s):

 Department of Computer and Information Science, Faculty of Applied Science, King Mongkut’s University of Technology North Bangkok, Bangkok, Thailand

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 * Corresponding Author. 

  Corresponding author's ORCID profile: https://orcid.org/0000-0001-5162-7565

 Digital Object Identifier: 

 https://doi.org/10.21833/ijaas.2021.07.009

 Abstract:

Learning and memorizing irregular verbs are some of the most difficult aspects of the language for non-native English learners. Research concerning games for education reveals that educational games have a large positive impact on learners’ skills and abilities. This research was divided into two phases including 1) the design, development and deployment of a mobile game used as an English learning tool for ESL learners and 2) an evaluation of the outcome. An Android mobile game was developed and then deployed on Google Play. In the evaluation phase, a quasi-experimental set-up with a non-equivalent pre-test and post-test control group design, was used to evaluate the impact of the use of the mobile game. The sample consisted of sixty-four tenth-grade students who studied English in a Thai school. There were two groups; the treatment group (N=32) and the control group (N=32) selected by cluster sampling. Both groups were given a pre-test to measure their prior knowledge. The sample then learned English in the class using conventional methods over a six-week period. During that period, the treatment group used the mobile game as a supplementary tool. Finally, both groups were given a post-test to measure the learning outcome. In this study, an independent t-test at the significance level of 0.01 was conducted. The results revealed that students who used the mobile game as a supplementary tool had statistically significantly higher learning outcomes. 

 © 2021 The Authors. Published by IASE.

 This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).

 Keywords: Mobile game, Gamification, Games for education, English learning tool

 Article History: Received 15 January 2021, Received in revised form 4 April 2021, Accepted 4 April 2021

 Acknowledgment 

No Acknowledgment.

 Compliance with ethical standards

 Conflict of interest: The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.

 Citation:

   Saraubon K (2021). Development and evaluation of a mobile game as an English learning tool for ESL learners. International Journal of Advanced and Applied Sciences, 8(7): 77-83

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 Figures

 Fig. 1 Fig. 2 Fig. 3 Fig. 4 Fig. 5 Fig. 6 

 Tables

 Table 1 Table 2 Table 3 Table 4 

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