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L2 learning outcomes of a research-based digital app for Japanese children

Published online by Cambridge University Press:  18 March 2024

Hee Jin Bang*
Affiliation:
1Age of Learning, Inc
Eric Setoguchi
Affiliation:
1Age of Learning, Inc
Alison Mackey
Affiliation:
2Georgetown University
Akiko Fujii
Affiliation:
3International Christian University
*
Corresponding author: Hee Jin Bang, Email: heejin.bang@aofl.com
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Abstract

Digital educational game-based apps can be effective in helping young children develop language skills, particularly when paired with formal instruction. However, we need to know more about how educational games benefit learning in the absence of formal instruction, given children’s proficiency with and willingness to use mobile devices anytime, anywhere. This study uses a randomized controlled trial design to investigate the impact of a digital app—ABCmouse English—on L2 learning of seven- and eight-year-old Japanese children over a 16-week period. Pre- and post-assessments of the children’s English proficiency, together with an analysis of when and how they played with the app, were used to shed light on the relationship between the children’s in-app game choices and their language learning outcomes. Surveys and interviews with parents provide qualitative insights and information about the experiences of children and their families while using the app and its impact on their development as language learners.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Open Practices
Open materials
Copyright
© The Author(s), 2024. Published by Cambridge University Press
Figure 0

Figure 1. Sample Activities in ABCmouse English.

Figure 1

Figure 2. Study design.

Figure 2

Table 1. App-test subsections3

Figure 3

Table 2. Recommended learning experience and test structure by level for Eiken Junior (adapted from https://www.eiken.or.jp/eiken/en/jr_step/)

Figure 4

Table 3. Pretest and posttest score comparisons between control and experimental groups

Figure 5

Figure 3. Average pre- and posttest score gains on app-test.

Figure 6

Table 4. Average pre and posttest score gains by subsection of the app-test

Figure 7

Figure 4. Average pre- and posttest score gains on Eiken Junior.

Figure 8

Figure 5. Posttest level reached on Eiken Junior between control and experimental groups.

Figure 9

Figure 6. Parent responses to questions about the extent to which the app helped their children’s English learning (n = 74).

Figure 10

Table 5. Engagement statistics for treatment group

Figure 11

Figure 7. Average weekly usage (minutes) and activity completes (N) during the study.

Figure 12

Table 6. Descriptive statistics on children’s play behaviors across 16 weeks and correlations with gain scores (N = 74)

Figure 13

Table 7. Regression models predicting score gains on the app-test (Model 1) and Eiken Junior (Model 2)

Figure 14