Supporting early years L1 and L2 grammar acquisition through an e-learning game: A case study of Estonian go + destination construction

The article describes a pilot Estonian grammar game developed for young learners’ L1 and L2 acquisition of the Estonian go + destination ‘minema + kohasõna’ construction created on the ALPA Kids platform and explores the general possibilities of supporting the acquisition of grammar through a digital game environment. In the development of the game, the Octalysis Framework (Chou 2019) and the options of grammar acquisition tasks introduced by Doughty (2003) are combined. The data collection method is gamified crowdsourcing, and data collected through the application are used to investigate which factors contribute to success rates of the grammar game and what differences can be found among Estonian and Russian native speakers in the support of the acquisition. In the study, implicit grammar teaching is integrated into an e-learning game by embedding grammar rules within engaging tasks. The results showed that repeated gameplay improved performance, leading to the conclusion that gamification can effectively support grammar acquisition, although personalised approaches are needed to address specific challenges. *** "Noore E1 ja E2 õppija grammatika omandamise toetamine digiõppemängu abil: eesti minema + kohasõna konstruktsiooni uuring" *** Artikkel kirjeldab eesti keele grammatika digiõppemängu projekti, mis on arendatud noorte keeleõppijate E1 ja E2 omandamise toetamiseks ALPA Kidsi rakenduses. Mängu eesmärk on toetada eesti keele minema + kohasõna konstruktsiooni omandamist, kasutades arendusel Octalysis mängustamise raamistikku (Chou 2019) ja Catherine Doughty (2003) pakutud grammatikaharjutusi. Andmekorje meetodiks on mängustatud ühisloome. Rakenduse kaudu kogutud andmeid analüüsitakse, et uurida, millised tegurid mõjutavad mängu edukust ning milliseid erinevusi võib leida eesti ja vene emakeele kõnelejate tulemustes. Uuring kinnitab, et implitsiitne grammatikaõpetus on edukalt integreeritud digiõppemängu, kus grammatikareeglid on põimitud kaasahaaravatesse harjutustesse. Tulemused näitasid, et korduv mängimine parandas sooritust, viies järelduseni, et mängustamine võib tõhusalt toetada grammatika omandamist, kuigi oluline on võtta arvesse õppijate personaalseid vajadusi.

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Publication Details

Journal
Eesti Rakenduslingvistika Ühingu aastaraamat Estonian Papers in Applied Linguistics
Published
2025-04-24
DOI
https://doi.org/10.5128/erya21.08
Primary Topic
Mobile Learning in Education
Type
article
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article

Supporting early years L1 and L2 grammar acquisition through an e-learning game: A case study of Estonian go + destination construction

Kelly Lilles
Eesti Rakenduslingvistika Ühingu aastaraamat Estonian Papers in Applied Linguistics
Mobile Learning in Education
article

Supporting early years L1 and L2 grammar acquisition through an e-learning game: A case study of Estonian go + destination construction

Kelly Lilles
article en

Abstract

The article describes a pilot Estonian grammar game developed for young learners’ L1 and L2 acquisition of the Estonian go + destination ‘minema + kohasõna’ construction created on the ALPA Kids platform and explores the general possibilities of supporting the acquisition of grammar through a digital game environment. In the development of the game, the Octalysis Framework (Chou 2019) and the options of grammar acquisition tasks introduced by Doughty (2003) are combined. The data collection method is gamified crowdsourcing, and data collected through the application are used to investigate which factors contribute to success rates of the grammar game and what differences can be found among Estonian and Russian native speakers in the support of the acquisition. In the study, implicit grammar teaching is integrated into an e-learning game by embedding grammar rules within engaging tasks. The results showed that repeated gameplay improved performance, leading to the conclusion that gamification can effectively support grammar acquisition, although personalised approaches are needed to address specific challenges. *** "Noore E1 ja E2 õppija grammatika omandamise toetamine digiõppemängu abil: eesti minema + kohasõna konstruktsiooni uuring" *** Artikkel kirjeldab eesti keele grammatika digiõppemängu projekti, mis on arendatud noorte keeleõppijate E1 ja E2 omandamise toetamiseks ALPA Kidsi rakenduses. Mängu eesmärk on toetada eesti keele minema + kohasõna konstruktsiooni omandamist, kasutades arendusel Octalysis mängustamise raamistikku (Chou 2019) ja Catherine Doughty (2003) pakutud grammatikaharjutusi. Andmekorje meetodiks on mängustatud ühisloome. Rakenduse kaudu kogutud andmeid analüüsitakse, et uurida, millised tegurid mõjutavad mängu edukust ning milliseid erinevusi võib leida eesti ja vene emakeele kõnelejate tulemustes. Uuring kinnitab, et implitsiitne grammatikaõpetus on edukalt integreeritud digiõppemängu, kus grammatikareeglid on põimitud kaasahaaravatesse harjutustesse. Tulemused näitasid, et korduv mängimine parandas sooritust, viies järelduseni, et mängustamine võib tõhusalt toetada grammatika omandamist, kuigi oluline on võtta arvesse õppijate personaalseid vajadusi.

Eesti Rakenduslingvistika Ühingu aastaraamat Estonian Papers in Applied LinguisticsVol. 21
Openalex Percentile: Top 87%
Mobile Learning in Education
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Supporting early years L1 and L2 grammar acquisition through an e-learning game: A case study of Estonian go + destination construction — Kelly Lilles · Eesti Rakenduslingvistika Ühingu aastaraamat Estonian Papers in Applied Linguistics (2025) | TGRS Research Map | TGRS