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Children’s Linguistic Development  \nHee Jin Bang 1, Kirsten Olander2, and Erin Lenihan3  \nAbstract  \nThis study examines the English language learning outcomes of young Chinese L1 children when using a digital self-guided learning tool, ABCmouse English Language Learning Academy (ABCmouse ELL), created by Age of Learning, Inc. and designed based on principles of second language research. In a pretest, posttest study design, experiment group participants used the digital learning tool to engage in English language learning activities for 15–20 minutes daily for six months while a control group used a comparable digital tool to do online math activities for an equivalent amount of time. Results showed that experiment group learners demonstrated significantly greater English language gains than control group peers. Data from parent surveys support these results, shedding light on children’s overall engagement in the activities, and providing information about their motivation and confidence levels in English. Findings show that the research-based digital language learning activities in ABCmouse ELL were effective at promoting learning in this population, supporting the idea  \nAffiliations  \n1Age of Learning, Inc.  \n[email: ](email: heejin.bang@aofl.com)[heejin.bang@aofl.com](email: heejin.bang@aofl.com)  \n101 N. Brand Blvd, 8th floor, Glendale CA 91203  \n2Age of Learning, Inc.  \n[email: ](email: kirsten.olander@aofl.com)[kirsten.olander@aofl.com](email: kirsten.olander@aofl.com)  \n[3](3Age of Learning)[Age of Learning](3Age of Learning), Inc.  \n[email: ](email: erin.lenihan@aofl.com)[erin.lenihan@aofl.com](email: erin.lenihan@aofl.com)  \ncalico journal vol 37.3 2020 277–308 [https://doi.org/10.1558/cj.40544](https://doi.org/10.1558/cj.40544)  \n©2020, equinox publishing   \n278 Testing a Research-Based Digital Learning Tool  \nthat teachers and parents can use tools like this to help younger learners develop English language skills in English as a Foreign Language contexts like China.  \nKeywords:foreign language learning; English language learning;  \ndigital language learning activities; young Chinese learners.  \nIntroduction  \nDigital Game-Based Learning (DGBL)  \nRecently, there has been an increase in the number of digital activities and games designed to facilitate learning in various subject areas (e.g., Cobb & Horst, 2011; Kebritchi, Hirumi, & Bai, 2010; Kukulska-Hulme, Lee, & Norris, 2017; Reinhardt, 2017; Yang, Lin, & Chen, 2018). Research suggests that digital game-based learning (DGBL) is well suited for second language learning, particularly given its potential to lower anxiety and its ability to increase exposure to and use of the target language (Scholz, 2017; Sylvén & Sundqvist, 2017; Yang, Quadir, & Chen, 2015; Young et al., 2012). Yet, there are few pretest, posttest longitudinal studies examining the effectiveness of digital games in fostering language learning outcomes (Alyaz, Spaniel-Weiss, & Gursoy, 2017; Godwin-Jones, 2014). A review of the research (Hung, Yang, Hwang, Chu,& Wang, 2018) showed that studies focusing on very young children’s use of digital games for foreign language learning are even more scarce. There is more research with older learners (e.g., De Wilde & Eyckmans, 2017; Scholz, 2017) which confirms that input through various media, including computer use and massively multiplayer online role-playing games, can be effective in language learning.  \nThe existing research supports the idea that digital games can play an important role in young children’s English language learning experiences (Jensen, 2017; Kukulska-Hulme et al., 2017), and when properly implemented in EFL contexts, such tools might motivate, engage, and spark the interest of young digital natives to learn English (Anyaegbu, Ting, & Li, 2012; Chiu, Kao, & Reynolds, 2012). Recent studies suggest that the game design strongly","cbCaicavKhamqTZi","https://ap.wps.com/l/cbCaicavKhamqTZi","pdf",864497,32,"English","# Abstract\n# Introduction\n## Digital Game-Based Learning (DGBL)\n## Developing a Digital Tool ELL App Based on Principles from SLA Research","[{\"question\":\"What research question does the study address?\",\"answer\":\"How young Chinese children’s English learning outcomes change when using a research-based digital self-guided learning tool (ABCmouse ELL).\"},{\"question\":\"How was the experiment designed and compared?\",\"answer\":\"It used a pretest-posttest study design: the experiment group completed daily English tool activities, while the control group used an online math tool for the same amount of time.\"},{\"question\":\"What outcomes did the study find?\",\"answer\":\"The experiment group demonstrated significantly greater English language gains than the control group, with parent survey data supporting stronger engagement and related motivation and confidence.\"}]","Testing a Research-Based Digital Learning Tool - Spotlight | PDF",1792082460,81]