Resumen
This study aims to develop an interactive language learning game and explore its efficacy for English language learners. A computer-generated playground was projected onto a large classroom floor (4 × 3 m) with a wide-angle projection device. A Kinect depth camera determined the spatial positions of the playground and the positions of the students? heads, feet, and bodies. Then, we evaluated the system?s effect on English education through pre- and post-tests. While there was no significant difference between the groups in terms of achievement in the pre-tests, the experimental group exhibited significantly greater improvement in the post-tests (F: 14.815, p < 0.001, ?2p: 0.086). Also, both groups demonstrated significant learning gains in post-tests compared to pre-tests (F: 98.214, p < 0.001, ?2p: 0.383), and the group x time interaction of the experimental group increased more in percentage (32.32% vs. 17.54%) compared to the control group (F: 9.166, p < 0.003, ?2p: 0.055). Qualitative data from student views indicated enhanced learning pace, vocabulary acquisition, enjoyment of the learning process, and increased focus. These findings suggest that a kinesthetic learning environment can significantly benefit English language learning in children.