Abstract

Game enhanced learning (GEL) or computer aids education (CAE) presupposes that game-like applications and computer-based tools enable to improve learners’ cognitive and social skills. However, there is a limited amount of relevant literature and empirical studies available to provide a better understanding of how the fuzzy mathematical model is applied in an English-as-a-foreign-language (EFL) learning context. This research is intended to propose a decision-making model on the university EFL students’ approach to learning through playing games on Facebook. This study administered an online questionnaire to the university students, and then mined their opinions, in an attempt to build a possible learning approach and analyzing model. The issue of whether CAE combining games motivates university students to learn is explored by employing the fuzzy decision-making model which was applied within this case study. The results indicated a positive relationship between learning and playing games via Facebook as university students playing games on Facebook would enhance learning the subject of English, especially in enhancing learning motivation. This research suggests that it is necessary to apply this fuzzy model in other courses in order to make comparisons. It also suggests that teachers should design simple games for their lessons to enhance their students’ learning motivation. Keywordscomputer aid education; CAE; fuzzy decisionmaking model; dynamic programming; Facebook and internet game; English-as-a-foreign language; flipped education

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.