Using a Game-Based Mobile Application to Learn Medical Academic Vocabulary: Learning Effects and Learners' Perceptions




Yi-ju (Ariel) Wu;Jong-Chao Hong;Paul Sin-Bao Huang

Key Words

English for Specific Purposes ; English for Medical Purposes ; mobile-assisted language learning ; game-based language learning ; word parts


Taiwan International ESP Journal

Volume or Term/Year and Month of Publication

11卷1期(2020 / 08 / 01)

Page #

1 - 22

Content Language


Chinese Abstract

Gamification and game-based applications (apps) have been widely applied in education and have shown positive results. Nevertheless, empirical studies examining the use of game-based mobile applications (GBMAs) in medical vocabulary learning are scarce. Additionally, although the importance of ESP vocabulary has been emphasized, little is known about how mobile devices could be applied in ESP vocabulary learning. The researchers of the study developed a GBMA, OTouch, for learning medical academic vocabulary and investigated how 30 learners from a College of Medicine in Taiwan improved their medical academic vocabulary after using the app, and their attitudes towards it. Multiple sources of data were collected to investigate how OTouch affected their vocabulary learning, including a pre-test, post-test and delayed post-test on the medical academic vocabulary, two questionnaires, and follow-up interviews. Results showed that OTouch brought learning gains in medical academic vocabulary, and the learners generally had positive attitudes toward the use of mobile devices for learning ESP vocabulary.

Topic Category 人文學 > 語言學
社會科學 > 教育學