Supporting early years L1 and L2 grammar acquisition through an e-learning game: A case study of Estonian go + destination construction

The article describes a pilot Estonian grammar game developed for young learners’ L1 and L2 acquisition of the Estonian go + destination ‘minema + kohasõna’ construction created on the ALPA Kids platform and explores the general possibilities of supporting the acquisition of grammar through a digita...

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Main Author: Kelly Lilles
Format: Article
Language:English
Published: Eesti Rakenduslingvistika Ühing (Estonian Association for Applied Linguistics) 2025-04-01
Series:Eesti Rakenduslingvistika Ühingu Aastaraamat
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Online Access:http://arhiiv.rakenduslingvistika.ee/ajakirjad/index.php/aastaraamat/article/view/ERYa21.08
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author Kelly Lilles
author_facet Kelly Lilles
author_sort Kelly Lilles
collection DOAJ
description The article describes a pilot Estonian grammar game developed for young learners’ L1 and L2 acquisition of the Estonian go + destination ‘minema + kohasõna’ construction created on the ALPA Kids platform and explores the general possibilities of supporting the acquisition of grammar through a digital game environment. In the development of the game, the Octalysis Framework (Chou 2019) and the options of grammar acquisition tasks introduced by Doughty (2003) are combined. The data collection method is gamified crowdsourcing, and data collected through the application are used to investigate which factors contribute to success rates of the grammar game and what differences can be found among Estonian and Russian native speakers in the support of the acquisition. In the study, implicit grammar teaching is integrated into an e-learning game by embedding grammar rules within engaging tasks. The results showed that repeated gameplay improved performance, leading to the conclusion that gamification can effectively support grammar acquisition, although personalised approaches are needed to address specific challenges. *** "Noore E1 ja E2 õppija grammatika omandamise toetamine digiõppemängu abil: eesti minema + kohasõna konstruktsiooni uuring" *** Artikkel kirjeldab eesti keele grammatika digiõppemängu projekti, mis on arendatud noorte keeleõppijate E1 ja E2 omandamise toetamiseks ALPA Kidsi rakenduses. Mängu eesmärk on toetada eesti keele minema + kohasõna konstruktsiooni omandamist, kasutades arendusel Octalysis mängustamise raamistikku (Chou 2019) ja Catherine Doughty (2003) pakutud grammatikaharjutusi. Andmekorje meetodiks on mängustatud ühisloome. Rakenduse kaudu kogutud andmeid analüüsitakse, et uurida, millised tegurid mõjutavad mängu edukust ning milliseid erinevusi võib leida eesti ja vene emakeele kõnelejate tulemustes. Uuring kinnitab, et implitsiitne grammatikaõpetus on edukalt integreeritud digiõppemängu, kus grammatikareeglid on põimitud kaasahaaravatesse harjutustesse. Tulemused näitasid, et korduv mängimine parandas sooritust, viies järelduseni, et mängustamine võib tõhusalt toetada grammatika omandamist, kuigi oluline on võtta arvesse õppijate personaalseid vajadusi.
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spelling doaj-art-8e4e73d48b104b99bc5099c2512486862025-08-20T03:10:42ZengEesti Rakenduslingvistika Ühing (Estonian Association for Applied Linguistics)Eesti Rakenduslingvistika Ühingu Aastaraamat1736-25632228-06772025-04-012114115910.5128/ERYa21.08Supporting early years L1 and L2 grammar acquisition through an e-learning game: A case study of Estonian go + destination constructionKelly Lilles0Eesti Keele Instituut / Institute of the Estonian LanguageThe article describes a pilot Estonian grammar game developed for young learners’ L1 and L2 acquisition of the Estonian go + destination ‘minema + kohasõna’ construction created on the ALPA Kids platform and explores the general possibilities of supporting the acquisition of grammar through a digital game environment. In the development of the game, the Octalysis Framework (Chou 2019) and the options of grammar acquisition tasks introduced by Doughty (2003) are combined. The data collection method is gamified crowdsourcing, and data collected through the application are used to investigate which factors contribute to success rates of the grammar game and what differences can be found among Estonian and Russian native speakers in the support of the acquisition. In the study, implicit grammar teaching is integrated into an e-learning game by embedding grammar rules within engaging tasks. The results showed that repeated gameplay improved performance, leading to the conclusion that gamification can effectively support grammar acquisition, although personalised approaches are needed to address specific challenges. *** "Noore E1 ja E2 õppija grammatika omandamise toetamine digiõppemängu abil: eesti minema + kohasõna konstruktsiooni uuring" *** Artikkel kirjeldab eesti keele grammatika digiõppemängu projekti, mis on arendatud noorte keeleõppijate E1 ja E2 omandamise toetamiseks ALPA Kidsi rakenduses. Mängu eesmärk on toetada eesti keele minema + kohasõna konstruktsiooni omandamist, kasutades arendusel Octalysis mängustamise raamistikku (Chou 2019) ja Catherine Doughty (2003) pakutud grammatikaharjutusi. Andmekorje meetodiks on mängustatud ühisloome. Rakenduse kaudu kogutud andmeid analüüsitakse, et uurida, millised tegurid mõjutavad mängu edukust ning milliseid erinevusi võib leida eesti ja vene emakeele kõnelejate tulemustes. Uuring kinnitab, et implitsiitne grammatikaõpetus on edukalt integreeritud digiõppemängu, kus grammatikareeglid on põimitud kaasahaaravatesse harjutustesse. Tulemused näitasid, et korduv mängimine parandas sooritust, viies järelduseni, et mängustamine võib tõhusalt toetada grammatika omandamist, kuigi oluline on võtta arvesse õppijate personaalseid vajadusi.http://arhiiv.rakenduslingvistika.ee/ajakirjad/index.php/aastaraamat/article/view/ERYa21.08language acquisitionearly childhood educationimplicit grammar instructione-learninggamificationestonianl1l2keeleomandaminevarane keeleõpeimplitsiitne grammatika omandaminedigiõpemängustamineeesti keele1e2
spellingShingle Kelly Lilles
Supporting early years L1 and L2 grammar acquisition through an e-learning game: A case study of Estonian go + destination construction
Eesti Rakenduslingvistika Ühingu Aastaraamat
language acquisition
early childhood education
implicit grammar instruction
e-learning
gamification
estonian
l1
l2
keeleomandamine
varane keeleõpe
implitsiitne grammatika omandamine
digiõpe
mängustamine
eesti keel
e1
e2
title Supporting early years L1 and L2 grammar acquisition through an e-learning game: A case study of Estonian go + destination construction
title_full Supporting early years L1 and L2 grammar acquisition through an e-learning game: A case study of Estonian go + destination construction
title_fullStr Supporting early years L1 and L2 grammar acquisition through an e-learning game: A case study of Estonian go + destination construction
title_full_unstemmed Supporting early years L1 and L2 grammar acquisition through an e-learning game: A case study of Estonian go + destination construction
title_short Supporting early years L1 and L2 grammar acquisition through an e-learning game: A case study of Estonian go + destination construction
title_sort supporting early years l1 and l2 grammar acquisition through an e learning game a case study of estonian go destination construction
topic language acquisition
early childhood education
implicit grammar instruction
e-learning
gamification
estonian
l1
l2
keeleomandamine
varane keeleõpe
implitsiitne grammatika omandamine
digiõpe
mängustamine
eesti keel
e1
e2
url http://arhiiv.rakenduslingvistika.ee/ajakirjad/index.php/aastaraamat/article/view/ERYa21.08
work_keys_str_mv AT kellylilles supportingearlyyearsl1andl2grammaracquisitionthroughanelearninggameacasestudyofestoniangodestinationconstruction