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研究生: 朱詩婷
SHIH-TING CHU
論文名稱: 結合自律學習機制之英文詞彙遊戲對於學習成效之影響
The Effects of a Self-Regulated Learning Mechanism-based Situated Digital Game Approach on Students’ EFL Learning Performances
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 朱蕙君
Hui-Chun Chu
楊凱翔
Kai-Hsiang Yang
林奇臻
Chi-Jen Lin
學位類別: 碩士
Master
系所名稱: 人文社會學院 - 數位學習與教育研究所
Graduate Institute of Digital Learning and Education
論文出版年: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 83
中文關鍵詞: 數位遊戲式學習自律學習第二外語學習自我效能學習行為分析
外文關鍵詞: digital game-based learning, self-regulated learning, second foreign language learning, self-efficacy, learning behavior analysis
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數位遊戲式學習是以學生為教學中心的學習方式,可以培養學生主動學習的態度,進而提高他們的學習興趣;近年來,數位遊戲式學習已在EFL (English as Foreign Language) 的應用迅速發展;然而,有學者認為在遊戲的過程中,若學生自主學習的能力不足,學習成效可能有限。因此,在數位遊戲式的學習環境中,除了提高學生的學習興趣以外,如何有效地引導他們學習並提高學習成效,亦是重要的議題。在眾多的學習策略當中,自律學習是一個可以引導學生規劃自身學習目標及策略,並進行反思的有效學習引導機制;因此,本研究嘗試開發結合自律學習機制之數位遊戲式學習模式,並應用在大學英文課程的商用英文單元,幫助學生在數位遊戲式學習的環境中有更好的學習表現。本研究採用準實驗設計,實驗組採用結合自律學習機制之數位遊戲式學習模式;控制組則採用一般數位遊戲式學習模式。在實驗活動後,分析兩組學生在學習成就、自我效能以及英文學習焦慮的影響;同時,針對學生在遊戲過程中的表現進行更詳細的探討。


Digital game-based learning is a student-centered learning method that can cultivate learners learning attitude actively and thereby increase their interest in learning. In recent years, digital game-based learning has rapidly flourished with the application of EFL; however, there are scholars believed that in the game learning environment, if the students' self-regulation ability is insufficient, the learning effect may be limited. Scholars have indicated that in the digital game environment. How to effectively guide learners and improve the learning effectiveness that is an important issue. And the self-regulated learning mechanism is a strategy that can guide students to learn effectively and help learners in planning their own learning goals, strategies, and reflection. Therefore, this study, to develop a digital game-based learning model that combines self-regulated learning mechanisms, and applied to commercial English vocabulary units of university English courses, to promote students have better learning performance in a digital game environment. A quasi-experimental design was adopted in an English course; the experimental group students used digital game-based learning mode with a self-regulated learning mechanism; while the control group students learned with conventional digital game-based learning mode. Moreover, we discussed the performance of both groups of student’s performances on learning achievement, self-regulated ability, self-efficacy, English learning anxiety, and learning behavior in two groups in the game.

誌謝 i 中文摘要 ii ABSTRACT iii 目錄 iv 圖目錄 vi 表目錄 vii 第一章 緒論 1 1.1研究背景與動機 1 1.2研究目的與問題 3 1.3名詞釋義 4 第二章 文獻回顧 6 2.1電腦輔助語言學習 6 2.2數位遊戲式學習 8 2.3自律學習 12 第三章 結合自律學習機制之英文詞彙遊戲開發 18 3.1系統架構 18 3.2系統功能 18 3.3系統開發環境 24 3.4遊戲內容及介面 25 第四章 研究設計 33 4.1研究架構 33 4.2研究對象 34 4.3教學課程 34 4.4實驗流程 35 4.5研究工具 36 4.6分析方法 39 第五章 研究結果 41 5.1 學習成就 41 5.2 自律表現問卷 44 5.3 自我效能問卷 46 5.4 英文學習焦慮問卷 47 5.5 學習行為分析 47 5.6 訪談結果分析 54 第六章 結論與未來展望 57 6.1 研究結果與討論 57 6.2研究限制 61 6.3 未來研究建議 62 參考文獻 63 附錄 73

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