Enhancing spelling competence for English as a foreign language young learners through digital escape rooms

This study examines the efficacy of using a digital gamed platform in acquiring phoneme-grapheme correspondences of closed syllables with short vowels. Fifty-five fourth-grade English as a Foreign Language (EFL) learners navigated through five digital escape rooms where they learned, practiced, and produced target graphemes. Mixed methods analyses found that spelling competence in the intervention group as opposed to the control group improved in the post-test and continued to improve significantly in the delayed post-test. Following analysis of the participant interviews four themes emerged. Autonomous learning and self-monitoring were the dominant themes followed by engagement and motivation, self-confidence and self-esteem, and peer learning and social interaction in decreasing order of prevalence. Combining learning with play while participants navigated within the digital learning environment proved to be an effective method of teaching young EFL learners to spell. The results of this intervention contribute to recent research in the post-COVID-19 era and mirror OECD goals for the 21st century which have highlighted the need for effective digital platforms that promote independent learning while maximizing student engagement.

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Publication Details

Journal
Frontiers in Education
Published
2024-11-28
DOI
https://doi.org/10.3389/feduc.2024.1434336
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79

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article

Enhancing spelling competence for English as a foreign language young learners through digital escape rooms

Marlene Saban, Matthias Grünke, Janina Kahn‐Horwitz
1 citations
Frontiers in Education
Educational Games and Gamification
0.79
article

Enhancing spelling competence for English as a foreign language young learners through digital escape rooms

Marlene Saban, Matthias Grünke, Janina Kahn‐Horwitz
article en
1 citations

Abstract

This study examines the efficacy of using a digital gamed platform in acquiring phoneme-grapheme correspondences of closed syllables with short vowels. Fifty-five fourth-grade English as a Foreign Language (EFL) learners navigated through five digital escape rooms where they learned, practiced, and produced target graphemes. Mixed methods analyses found that spelling competence in the intervention group as opposed to the control group improved in the post-test and continued to improve significantly in the delayed post-test. Following analysis of the participant interviews four themes emerged. Autonomous learning and self-monitoring were the dominant themes followed by engagement and motivation, self-confidence and self-esteem, and peer learning and social interaction in decreasing order of prevalence. Combining learning with play while participants navigated within the digital learning environment proved to be an effective method of teaching young EFL learners to spell. The results of this intervention contribute to recent research in the post-COVID-19 era and mirror OECD goals for the 21st century which have highlighted the need for effective digital platforms that promote independent learning while maximizing student engagement.

Frontiers in EducationVol. 9
Oranim Academic College of Education (IL), University of Cologne (DE)
Universität zu Köln
Quality Education
Openalex Percentile: Top 22%
Educational Games and Gamification
0.79
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