Diamon: Learning the english language through gaming by kindergarten students
Abstract
The purpose of this study was to measure the effect of a serious game on the achievement and performance of 6 years old kindergarten students. A mobile game, Diamon, was designed using the Spiral Education Game Design Model. The content for the game was identified by researching existing educational applications and literature. An experiment was conducted using kindergarten students to examine the students’ performance using a pre-test, a post-test, and examine the motivations of learning via a survey. Fifty-two kindergarten students participated in the experiment and Diamon was observed to be effective for foreign language learning. We also observed game-based learning can enhance the motivation to learn. ©, 2015 ICIC international.