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研究生: 陳筱筑
Xiao-chu Chen
論文名稱: 從感知、成就及行為的觀點探討角色扮演遊戲對學生學習維京文化的影響
Effects of Role-Playing Games on Students’ Perceptions, Achievements, and Behaviors in Learning Viking Culture
指導教授: 陳淑嬌
Su-chiao Chen
黃國禎
Gwo-Jen Hwang
口試委員: 陳淑嬌
Su-chiao Chen
黃國禎
Gwo-Jen Hwang
劉建基
Chien-Chi Liu
學位類別: 碩士
Master
系所名稱: 人文社會學院 - 應用外語系
Department of Applied Foreign Languages
論文出版年: 2020
畢業學年度: 108
語文別: 英文
論文頁數: 86
中文關鍵詞: 資訊與通訊科技數位遊戲式學習角色扮演遊戲維京文化學習行為
外文關鍵詞: information and communication technology (ICT), digital game-based learning (DGBL), role-playing game (RPG), the Viking culture, learning behaviors
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身為一個國際通用語言,英語被認為是一種最不可或缺的語言能力。近來,許多研究證實了資訊與通訊科技(Information and communication technology, ICT)對英語學習的有效性,特別在是與數位遊戲式學習(Digital game-based learning, DGBL)策略的結合。儘管先前的研究已顯示數位遊戲可以增進學習者英語聽說讀寫的能力,但卻很少研究去探討語言學習中另一個重要的層面:數位遊戲與文化學習的成效。因此,本研究欲透過自行開發的角色扮演遊戲(Role-playing game, RPG)來了解數位遊戲對於學生維京文化之學習成效與表現的影響;同時,藉由探究及分析學生在遊戲中的學習行為來進一步理解他們如何獲取目標文化知識。為了檢驗此RPG之成效,本研究採準實驗設計。總體上,54名招募而來的大學生被分配成兩組:30人在實驗組,24人在控制組。實驗組學生透過自行開發的RPG來學習目標文化知識,而控制組學生則使用傳統科技輔助學習之方法:影片和紙本教材來進行學習。研究結果發現此RPG學習系統能顯著地提升學生的學習成就和知識保留,也能增加學生對維京文化學習之興趣。綜合上述,數位遊戲策略有助於文化教學及學習。


As a lingua franca, English has been considered one of the most indispensable language abilities. Recently, much research has shown the effectiveness of applying information and communication technology (ICT) in English learning, particularly in the integration with digital game-based learning (DGBL) strategy. While many previous studies have demonstrated that digital games could enhance learners’ English listening, speaking, reading, and writing abilities, little research has been done with the investigation of whether culture, one important aspect of language learning, can be more effectively learned via digital games. Therefore, this study attempts to do so and aims to find out whether digital games could increase cultural learning outcomes by developing a role-playing game (RPG) for learning the Viking culture. Furthermore, to have a deeper understanding of how students acquired the target cultural knowledge, their in-game learning behaviors were investigated and analyzed. To examine the effect of this self-created RPG, a quasi-experiment was conducted. Totally, 54 university students were recruited as well as allocated to two groups; 30 in the experimental group, and 24 in the control group. The experimental group learned the target cultural knowledge through the self-created RPG, while the control group learned via conventional technology-enhanced method, the film, and paper material. Results explored that the RPG learning system could significantly improve students’ learning achievements and knowledge retention as well as increasing students’ interest in learning the Viking culture. To sum up, the digital gaming strategy can be proved to be beneficial in teaching and learning culture.

Abstract (Chinese version) I Abstract II Acknowledgement III Table of contents IV List of tables VI List of figures VII Chapter One: Introduction 1 1.1 Background and motivation 1 1.2 Purpose of the study and research questions 3 1.3 Significance of the study 4 1.4 Definition of key terminologies 5 1.5 Organization of the thesis 5 Chapter Two: Literature Review 7 2.1 Information and communication technology (ICT) in English learning 7 2.2 Digital game-based learning (DGBL) 9 2.3 Digital game-based language learning (DGBLL) 12 2.4 Cultural in English teaching and learning 14 Chapter Three: Role-Playing Game (RPG) Learning System 17 3.1 Introduction to RMMV software 17 3.2 User interface of RMMV software 17 3.3 Scheme of the RPG learning system 19 3.4 Design of the RPG learning system 21 Chapter Four: Experimental Design 30 4.1 Experimental scheme 30 4.2 Participants 32 4.3 Instruments 32 4.4 Procedure 35 4.5 Data analysis 36 Chapter Five: Results and Discussions 38 5.1 Research question 1 38 5.2 Research question 2 40 5.3 Research question 3 42 5.4 Research question 4 44 5.4.1 High cultural learning interest group 44 5.4.2 Low cultural learning group 47 5.4.3 Similarities and differences between two groups 49 Chapter Six: Conclusion 52 6.1 The effectiveness of digital games in teaching and learning 52 6.2 Limitations 54 6.3 Implications 55 References 57 Appendix A. Questionnaire on cultural learning motivation (English version) 65 Appendix B. Questionnaire on cultural learning motivation (Chinese version) 66 Appendix C. Questionnaire on cultural learning interest (English version) 67 Appendix D. Questionnaire on cultural learning interest (Chinese version) 68 Appendix E. Pre-test of the cultural knowledge test 69 Appendix F. Post-test of the cultural knowledge test 72 Appendix G. Delayed post-test of the cultural knowledge test 75

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