Quasi-experimental trial demonstrates improved dictation accuracy in senior high school with gamified system.
The required recited ancient poetry and prose works included in the unified national senior high school Chinese textbooks cover extensive content and contain numerous characters prone to writing errors. The traditional training mode combining rote recitation and paper-based copying & dictation has long-standing drawbacks: students lack internal learning motivation, exercise feedback suffers severe delays, differentiated instruction is difficult to implement, and full-process learning data cannot be recorded. Supported by the theories of gamified learning, Vygotsky’s Zone of Proximal Development, and differentiated instruction theory, this study independently develops Hanmo Revelation, a lightweight Web-based training system for ancient poetry dictation. The system constructs a two-track layered gamified training mode consisting of multiple-choice basic quizzes and handwritten dictation tasks targeting the examination points of ancient poetry dictation for college entrance examinations. Developed with native HTML, CSS and JavaScript, the system requires no server deployment, client installation or user registration. It supports adaptive access across multiple terminals including computers, tablets, mobile phones and classroom multimedia screens, and integrates five core functional modules: instant answer judgment, differentiated point incentives, HP constraint mechanism, volume-divided layered question banks, and automatic error recording. This study carries out a 12-week quasi-experimental controlled teaching research on two parallel Grade 1 classes with equivalent academic performance. The experimental class of 33 students completed layered gamified consolidation training for in-class and after-class ancient poetry learning via Hanmo Revelation, while the control class of 35 students adopted the conventional paper copying and manual marking mode. The results of a unified standardized dictation test at the end of the experiment show that the average dictation accuracy rate of the experimental class reached 92.3%, 13.7 percentage points higher than the control class’s 78.6%. Independent samples t-test yielded t=4.82, p<0.01, indicating an extremely statistically significant difference between the two groups. Qualitative data collected through anonymous student questionnaires and semi-structured interviews with frontline Chinese teachers demonstrate that the gamified training system can effectively stimulate students’ initiative in ancient poetry learning and drastically reduce teachers’ time spent on homework marking, error statistics and personalized differentiated tutoring. This paper systematically elaborates the system design logic, gamified incentive mechanism, teaching implementation procedures, and quantitative & qualitative research results. The complete runnable HTML source code of the Hanmo Revelation system and detailed operation manual are attached as appendices. This research can serve as a zero-cost, easy-to-implement and expandable practical reference for frontline Chinese teachers in primary and secondary schools as well as practitioners of digital education development to carry out digital gamified teaching of recited ancient poetry. Supplementary Materials: Full offline HTML source code of the poetry dictation training system, compatible with all mainstream browsers without server deployment, supporting preview, layered training, automatic scoring and error statistics for senior high school required ancient poems.
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Zhao et al. (2026) studied this question.
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