Educational Board Game and Flashcard: Which one is better for learners at beginner level of Chinese language?


  • Ju-May Wen National United University
  • Hai Dung Do
  • Eric Zhi-Feng Liu
  • Chun-Hung Lin
  • Shihping Kevin Huang



Chinese-language teaching, educational board games, game-based learning, creative-thinking-spiral teaching strategy


The purpose of this study is to compare the impacts of flashcard and board games on the learning motivation, flow experience, and learning outcomes of learners of Chinese language. The subjects of this research were 34 learners who took beginner Chinese courses. Empirical research found out that both flashcard and board games have positively significant effects on learners’ learning motivation, flow experience and learning outcomes. In which, learners in the board game group have significantly higher learning outcomes than those in the flashcards group. However, the learning motivation and flow experience of the flashcard group are significantly higher than that of the educational board game group.

Author Biographies

Ju-May Wen, National United University

Ju-May Wen is currently an assistant professor and Researcher in the Department of Chinese Language and Literature at National United University in Taiwan. She received her Ph.D. from the Graduate Institute of Learning and Instruction at National Central University. Her research interests include digital learning, Chinese Language Teaching, and Game-based learning.

Shihping Kevin Huang

Shihping Kevin Huang is currently a Professor and Researcher in the Institute of Management of Technology at National Chiao Tung University in Taiwan. He received his Ph.D. from Waseda University. His research interests include entrepreneurship and technology strategy management.


2020-12-04 — Updated on 2020-12-05


How to Cite

Wen, J.-M., Do, H. D., Liu , E. Z.-F., Lin, C.-H. ., & Huang, S. K. (2020). Educational Board Game and Flashcard: Which one is better for learners at beginner level of Chinese language? . International Journal of Serious Games, 7(4), 89 - 104. (Original work published December 4, 2020)




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