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Using visual novels in remedial English reading instruction for low-achieving EFL learners: An action research approach
Digital game-based language learning
|Issue Date: ||2019-08-07 15:43:01 (UTC+8)|
A visual novel as an interactive digital game usually tells a story or a novel with multiple media, such as words, sound, and anime-style art. Its story and visual arts attract players to read. Therefore, visual novels can be adopted in remedial English reading instruction in order to engage and motivate those low-achieving EFL learners to read. Few studies have examined the use of digital games in remedial English reading instructions. To fill the gap, this study adopted an action research approach to explore using visual novel in remedial English reading instructions to enhance the learners’ reading ability and raise their motivation to read in English. This action research study conducted two action cycles to collect data from three junior high low-achieving EFL learners in Taiwan. Data included audio- and video-recording, classroom observation field notes, the students’ written reflection, and interviews. The results showed that (1) the learners hold positive attitude towards reading English visual novels, (2) having too many unknown words was their major reading difficulty in reading the visual novel, (3) the learners were able to cope with the difficulty by using reading strategies, (4) the visual novel motivate the learners to read. At the end of this study, two suggestions are provided for English remedial teachers and visual novels developers on ways to give remedial reading instruction with visual novels.
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|Source URI: ||http://thesis.lib.nccu.edu.tw/record/#G0105551020|
|Data Type: ||thesis|
|Appears in Collections:||[英國語文學系] 學位論文|
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