The Effectiveness of Digital Game-based Learning for Enhancing Phonemic Discrimination of Korean EFL Children: Focusing on Neurocognitive and Psychological Effects

Session Description
There is positive empirical evidence for the effectiveness of digital game-based learning in the aspects of neurocognitive and affective domains. This study investigated the neurocognitive and psychological effects of a digital game entitled “Alien Family” as it relates to the phoneme discrimination of Korean EFL children (/m/-/n/, /l/-/r/, and /æ/-/e/). The data analysis indicates that a systematically well-designed digital game can be effective in improving learners’ neural sensitivity to the phonemic discrimination in English positively changing affective domains in their learning.
Junghye Fran Choi
Junghye Fran Choi, Cyber University of Korea, Walden University, United States
Junghye Fran Choi has extensive experience in using games to aid language learning: Language Learning eXperience (LLX) designer, a Massive Open Online Course (MOOC) instructor regarding gamification in teaching and learning at Udemy in the USA and professional development trainer for EFL teachers in Korea, chairperson of serious games and gamification division and a seminar organizer for serious games, gamification, AR/VR/MR and game AI domains at Korea Game Society in S. Korea.

Ms. Choi is currently a gamified Language Learning eXperience (LLX) designer, a lecturer of the Department of Child English at the Cyber University of Korea, and an Ed. D. candidate specialized in reading and literacy leadership at Walden University in the USA.

Session Type
Plenary Session
All Audiences

A recording of this presentation is available.
Click the button to the right to access the session archive.

We invite you to join the discussion about this session
by clicking the button on the right.

Posted in Plenary Session.

Leave a Reply