Affiliation:
1. School of Continuing Education, AnhuiUniversity of Finance and Economics, Anhui, China
2. Interdisciplinary Research Center for Language and Economy
Abstract
The purpose is to introduce game-based learning into college English communication courses, improve the competence of college students’ oral English expression and reduce their anxieties in speaking English. Four games are designed and an experiment of 20 sophomores’ performances in college oral communication classes is conducted for a semester. According to the classroom activities of oral English, the content of the games is reciting and delivering the sentences in order, guessing and understanding the characteristics of the single word, guessing the word by asking questions, and describing the pictures in English. This can be implemented with the Natural language Processing Assistance on Digital Library Management which presents the requirements for handling the documents in digital libraries.The research tools include an oral English test, FLCAS (Foreign Language Classroom Anxiety Scale), classroom observation and a game-based learning recordwith the efficientresults are as follows: 1. The introduction of the four games into the oral English communication courses is found feasible. But the student's basic knowledge of English affects their enthusiasm for the games. 2.The skill of students' oral English expression is improved significantly after the introduction of the games, and they can speak complete English sentences to answer questions and describe pictures. 3. The students’ test anxiety decreases significantly, but they still feel anxious about the negative comments on their oral English performances. 4. According to the reflection and revision of the whole research process, the teaching mode design of the college English application course is developed in three aspects, including game design, game-course matching, and game integration into teaching.
Publisher
Association for Computing Machinery (ACM)