簡易檢索 / 詳目顯示

研究生: 林奇臻
Chi-Jen Lin
論文名稱: 翻轉教學策略與教學管理平台對英語學習成效、 行為、及感受之影響
Interactions of different flipped learning strategies and learning management platforms on students’ English performances, learning behaviors, and perceptions
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 洪秀婷
Hsiu-Ting Hung
楊接期
Jie-Chi Yang
朱基銘
Chi-Ming Chu
劉子鍵
Tzu-Chien Liu
學位類別: 博士
Doctor
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: 2018
畢業學年度: 106
語文別: 英文
論文頁數: 100
中文關鍵詞: 翻轉教室社交媒體平台學習管理平台情境遊戲
外文關鍵詞: Flipped Classroom, Social Media, Learning Management System, Game-based Learning
相關次數: 點閱:520下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 英語學習過程中,經常有學生會提出如何學習英語的方法,比方說: 單字背不起來,聽力無法進步,英語講得不通順等問題。所以,一個適合學習者的學習方法和策略會影響學習成效,或提升學習者的學習動機,自主能力等。在學習第二外語中,最大的困難是缺乏情境及掌握多項練習的機會。 而利用社群平台或是學習管理平台的翻轉學習似乎可以增加學生練習英語聽說讀寫的機會,並解決演練不足的問題。透過翻轉教室的設計,包括:課外的虛擬平台教室及課堂的實體教學活動,培養學生自主學習知識以及應用知識都有很大的幫助。針對這個議題,本研究提出不同學習平台的翻轉教學策略,以及融入情境遊戲元素,來探討是否能提昇學生的英語口語學習成效、不同的學習行為與感受。因此,本研究應用二種不同學習平台的翻轉教學:(1) 社交媒體翻轉教學 (SMFL),(2)學習管理平台翻轉教學(LMFL),及一款情境遊戲教學活動設計應用於 (3) 社交媒體遊戲翻轉教學 (SM&GF),與 (4) 學習管理平台遊戲翻轉教學 (LM&GF)。本研究將二種不同教學管理平台與二種不同翻轉教學策略,應用於大學四個班級的英語教學上,來探討及分析大學生的英語口語學習成效,學習行為,及感受。

    由實驗結果顯示,社交媒體與學習管理平台的不同翻轉學習策略,並不會影響學生的英語口語學習成效;然而,遊戲式翻轉學習可以提升學生的學習成效,學習行為,以及感受。同時,翻轉學習策略對於學習動機、時間的投入、自主學習、及批判思考等能力亦有明顯的助益。另外,值得注意的是,社交媒體遊戲翻轉教學更有助於激勵學生致力於無所不在的學習環境中。


    With the rise of flipped classrooms, flip teaching in ELT (English Language Teaching) has become a major trend for improving the quality of teaching and learning. Previous researches have also evidenced that flipped classrooms have a profound influence on learning performances and outcomes. However, studies on flipped classrooms in ELT usually only adopt experiments to evaluate students’ English learning outcomes, neglecting the importance of investigating the learning management platforms or students’ learning perceptions.

    Therefore, in this study, a total of 138 Taiwanese EFL college students were put into four different flipped learning situations, which involve the integration of the different flipped learning strategies and learning management platforms into the English classes. These are Social Media-based Flipped Learning (SMFL), Social Media and In-class Gaming-based Flipped Learning (SM&GF), Learning Management-based Flipped Learning (LMFL), and Learning Management and In-class Gaming-based Flipped Learning (LM&GF). The research makes use of both qualitative and quantitative methods.

    The results indicate that there was not significantly influence the students’ oral performances due to the different learning management platforms; however, the integration of the contextual game could enhance students’ learning performances. Moreover, the students’ perceptions of motivation and interests, time involvement, autonomy and critical thinking competence were promoted as well. It was found that the Social Media and In-class Gaming-based Flipped Learning (SM&GF) stimulated the participants in the ubiquitous learning.

    TABLE OF CONTENTS Chapter 1 Introduction 1 1.1. Background and motivation 1 1.2. Research questions 6 1.3. Scope and limitation 8 Chapter 2 Literature Review 9 2.1. Flipped classroom 9 2.1.1. The definition of the flipped classroom 9 2.1.2. The characteristics and applications of flipped classroom 10 2.1.3. Flipped classroom in English language teaching 12 2.2. Learner autonomy in English language teaching 14 2.3. Learning management systems in teaching and learning 17 2.4. Game-based learning in education 20 2.4.1. Contextual educational game for English learning 21 2.4.2. An educational game in flipped classrooms 22 Chapter 3 Learning Strategies on Learning Management Systems 25 3.1. Using Facebook as a learning management system for social media-based flipped learning (SMFL) 25 3.2. Using the platform of 1Know learning management-based flipped learning (LMFL) 28 3.3. Using contextual educational game as in-class learning strategies 39 Chapter 4 Experiment Design and Procedure 45 4.1. Context of the study 45 4.2. Participants 46 4.3. Instruments 46 4.3.1. The rubric of English oral performance 46 4.3.2. Coding scheme for assessing students’ reflective perceptions 48 4.4. Experimental procedure 51 Chapter 5 Experimental Results 57 5.1. Analysis of English oral performances 57 5.2. Analysis of the students’ before-class learning behaviors 59 5.3. Analysis of the students’ perceptions regarding the flipped learning 61 Chapter 6 Discussion and Conclusion 68 6.1. Research question 1 69 6.2. Research question 2 71 6.3. Research question 3 71 6.4. Conclusion 73 6.5. Limitation and future research 77 REFERENCES 78 APPENDIX 90

    REFERENCES

    Ahmad, S. Z. (2016). The flipped classroom model to develop Egyptian EFL students’
    listening comprehension. English Language Teaching, 9(9), 166.

    Ahmed, M. A. E. A. S. (2016). The effect of a flipping classroom on writing skill in
    English as a foreign language and students’ attitude towards flipping. US-China
    Foreign Language, 14(2), 98-114.

    Al-Harbi, S. S., & Alshumaimeri, Y. A. (2016). The flipped classroom impact in
    grammar class on EFL Saudi secondary school students’ performances and
    attitudes. English Language Teaching, 9(10), 60.

    Alsagoff, Z. A. (2012). From flipped to gamified classroom. Message posted to
    http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html.

    Asoodar, M., Atai, M. R., Vaezi, S., & Marandi, S. S. (2014). Examining the
    effectiveness of communities of practice in online English for academic purposes
    (EAP) assessment in virtual classes. Computers & Education, 70, 291-300.

    Basal, A. (2015). The implementation of a flipped classroom in foreign language
    teaching. Turkish Online Journal of Distance Education, 16(4), 28-37.

    Bergmann, J., & Sams, A. (2012a). Flip your Classroom: Reach every student in every
    class every day. Alexandria, VA: International Society for Technology in
    Education.

    Bergmann, J., & Sams, A. (2012b). How to make videos your students will love?
    Message posted to http://www.eschoolnews.com/2012/05/21/how-to-make-videos-your-
    students-will-love/.

    Bergmann, J., & Sams, A. (2015). Flipped learning for English instruction.
    Arlington, VA: International Society for Technology in Education.

    Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture
    of learning. Educational Researcher, 18(1), 32-42.

    Cheng, C., & Chu, S. (2007). National and international research reviews on
    educational games. Current Educational Technology, 2007(7).

    Chik, A. (2014). Digital gaming and language learning: Autonomy and community.
    Language Learning & Technology 18(2), 85-100.

    Cockrum, T. (2014). Flipping your English class to reach all learners: Strategies
    and lesson plans. New York, NY: Routledge.

    Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.).
    Hillsdale, New Jersey: Erlbaum

    Cornillie, F., Thorne, S. L., & Desmet, P. (2012). ReCALL special issue: Digital
    games for language learning: challenges and opportunities. Recall, 24, 243-256.

    Cummins, J. C. (2016). College student engagement patterns in small group learning
    activities conducted in courses organized using a flipped learning instructional
    pedagogy. Published doctoral dissertation. University of Tennessee, Knoxville.

    Dabbagh, N., & Kitsantas, A. (2011). Personal learning environments, social media,
    and self-regulated learning: A natural formula for connecting formal and
    informal learning. Internet and Higher Education, 15, 3-8.

    Dam, L., Eriksson, R., Little, D., Miliander, J., & Trebbi, T. (1990). Towards a
    definition of autonomy. In Third Nordic workshop on developing autonomous
    learning in the FL classroom (pp. 102-103). University of Bergen.

    DeLozier, S. J., & Rhodes, M. G. (2017). Flipped classrooms: A review of key ideas
    and recommendations for practice. Educational Psychology Review, 29(1), 141-151.

    Dhir, A., Kaur, P., & Rajala, R. (2018). Why do young people tag photos on social
    networking sites? Explaining user intentions. International Journal of
    Information Management, 38(1), 117-127.

    Dicheva, D., & Dichev, C. (2016). An active learning model employing flipped
    learning and gamification strategies. In Proceedings of First International
    Workshop on Intelligent Mentoring Systems (pp. 1-6).

    Dickinson, L. (1987). Self-instruction in language learning. Cambridge: Cambridge
    University Press.

    Dunn, J. (2012). Survey results: 67% Educators report flipped classroom improves
    test scores. Message posted to https://edudemic.com/2012/06/survey-results-67-
    educators-report-flipped-classroom-improves-test-scores/.

    Facebook Newsroom. (2017). Available at: http://newsroom.fb.com/company-info/ (Last
    accessed 03, March 2017).

    Franciosi, S. J. (2017). The effect of computer game-based learning on FL vocabulary
    transferability. Educational Technology & Society, 20(1), 123-133.

    Graf, S., Yang, G., Liu, T. C., & Kinshuk, D. (2009). Automatic, global and dynamic
    student modeling in a ubiquitous learning environment. Knowledge Management & E-
    Learning: An International Journal (KM&EL), 1(1), 18-35.

    Hamdan, N., McKnight, P., McKnight, K., & Arfstrom, K. M. (2013). The flipped
    learning model: A white paper based on the literature review titled a review of
    flipped learning. Flipped Learning Network. Pearson: George Mason University.

    Han, Y. J. (2015). Successfully flipping the ESL classroom for learner autonomy. NYS
    TESOL Journal, 2(1), 98-109.

    Herrington, J., & Oliver, R. (1999). Using situated learning and multimedia to
    investigate higher-order thinking. Journal of Educational Multimedia and
    Hypermedia, 8(4), 401-421.

    Herrington, J., & Oliver, R. (2000). An instructional design framework for authentic
    learning environments. Educational Technology Research and Development, 48(3),
    23-48.

    Hew, K. F. (2011). Students’ and teachers’ use of Facebook. Computers in Human
    Behavior, 27(2), 662-676.

    Ho, J., & Crookall, D. (1995). Breaking with Chinese cultural traditions: Learner
    autonomy in English language teaching. System, 23(2), 235-243.

    Holec, H. (1981). Autonomy in Foreign Language Learning. Oxford: Pergamon.

    Holec, H. (1989). Autonomy and Self-Directed Learning: Present Fields of
    Application. Strasbourg: Council of Europe.

    Huang, Y. N., & Hong, Z. R. (2016). The effects of a flipped English classroom
    intervention on students’ information and communication technology and English
    reading comprehension. Educational Technology Research and Development, 64(2),
    175-193.

    Hung, S. T. A., & Huang, H. T. D. (2015). Video blogging and English presentation
    performance: A pilot study. Psychological Reports, 117(2), 614-630.

    Hung, S. T. A. (2016). Enhancing feedback provision through multimodal video
    technology. Computers & Education, 98, 90-101.

    Hwang, G. J., Hsu, T. C., Lai, C. L., & Hsueh, C. J. (2017). Interaction of problem-
    based gaming and learning anxiety in language students’ English listening
    performance and progressive behavioral patterns. Computers & Education, 106, 26-
    42.

    Hwang, G. J., & Lai, C. L. (2017). Facilitating and bridging out-of-class and in-
    class learning: An interactive E-book-based flipped learning approach for math
    courses. Educational Technology & Society, 20(1), 184-197.

    Hwang, G. J., Lai, C. L., & Wang, S. Y. (2015). Seamless flipped learning: a mobile
    technology-enhanced flipped classroom with effective learning strategies. Journal of Computers in Education, 2(4), 449-473.

    Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10.

    Hsieh, J. S. C., Huang, Y. M., & Wu, W. C. V. (2017). Technological acceptance of LINE in flipped EFL oral training. Computers in Human Behavior, 70, 178-190.

    Hsu, W. C., & Lin, H. C. K. (2016, September). Impact of applying WebGL technology to develop a web digital game-based learning system for computer programming course in flipped classroom. In Educational Innovation through Technology (EITT), 2016 International Conference on (pp. 64-69). IEEE.

    Jin, S. (2015). Using Facebook to promote Korean EFL learners’ intercultural competence. Language Learning & Technology, 19(3), 38-51.

    Junco, R. (2012). The relationship between frequency of Facebook use, participation in Facebook activities, and student engagement. Computers & Education,,58(1), 162-171.

    Kim, M. K., Kim, S. M., Khera, O., & Getman, J. (2014). The experience of three flipped classrooms in an urban university: an exploration of design principles. The Internet and Higher Education, 22, 37-50.

    Kim, Y., Sohn, D., & Choi, S. M. (2011). Cultural difference in motivations for using social network sites: A comparative study of American and Korean college students. Computers in Human Behavior, 27(1), 365-372.

    Koehler, M. J., & Mishra, P. (2008). Introducing tpck. Handbook of technological pedagogical content knowledge (TPCK) for educators, 3-29.

    Koehler, M., & Mishra, P. (2009). What is technological pedagogical content knowledge (TPACK)?. Contemporary issues in technology and teacher education, 9(1), 60-70.

    Koçak, M. (2010). A novice teacher's action research on EFL learners’ speaking anxiety. Procedia-Social and Behavioral Sciences, 3, 138-143.

    Lai, C. L., & Hwang, G. J. (2016). A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course. Computers & Education, 100, 126-140.

    Lan, Y. J., Fang, S. Y., Legault, J., & Li, P. (2015). Second language acquisition of Mandarin Chinese vocabulary: context of learning effects. Etr&D-Educational Technology Research and Development, 63(5), 671-690.

    Lin, C.J., & Hwang, G.J. (2018, in press). A learning analytics approach to investigating factors affecting EFL students’ oral performance in a flipped classroom. Educational Technology & Society.

    Lin, V., Kang, Y. C., Liu, G. Z., & Lin, W. T. (2016). Participants' experiences and interactions on Facebook group in an EFL course in Taiwan. Asia-Pacific Education Researcher, 25(1).

    Lin, K. Y., & Lu, H. P. (2011). Why people use social networking sites: An empirical study integrating network externalities and motivation theory. Computers in human behavior, 27(3), 1152-1161.

    Little, D. (1991). Learner Autonomy 1: Definitions, issues and problems. Dublin: Authentik.

    Loucky, J. P., & Ware, J. L. (2016). Flipped instruction methods and digital technologies in the language learning classroom. PA: Disseminator of Knowledge.

    MacMillan, D. (2011, January 19). ‘Gamification’: A growing business to invigorate stale websites. Bloomberg Businessweek. Message posted to http://www.businessweek.com/magazine/content/11_05/b4213035403146.htm

    Madge, C., Meek, J., Wellens, J., & Hooley, T. (2009). Facebook, social integration and informal learning at university: ‘It is more for socializing and talking to friends about work than for actually doing work.' Learning, Media & Technology, 34(2), 141–155.

    McGill, T. J., & Klobas, J. E. (2009). A task-technology fit view of learning management system impact. Computer & Education, 52(2), 496-508

    Miller, A. (2012). Five best practices for the flipped classroom. Message posted to http://web.uvic.ca/~gtreloar/Articles/Technology/Five%20Best%20Practices%20the%20Flipped%20Classroom.pdf.

    Niu, Y., & Ren, T. (2006). A pilot study of game-based learning. Educational Technology Journal, 2006(5).

    November, A., & Mull, B. (2012). Flipped learning: A response to five common criticisms. Message posted to http://www.eschoolnews.com/2012/03/26/flipped-learning-a-response-to-five-common-criticisms/.

    O'Flaherty, J., & Phillips, C. (2015). The use of flipped classrooms in higher education: A scoping review. The Internet and Higher Education, 25, 85-95.

    Peters, A. N., Winschiers-Theophilus, H., & Mennecke, B. E. (2015). Cultural influences on Facebook practices: A comparative study of college students in Namibia and the United States. Computers in Human Behavior, 49, 259-271.

    Pospisilova, L. (2016, October). Enhancing language learner autonomy: Through ePortfolio use. In European Conference on e-Learning (p. 744). Academic Conferences International Limited.

    Ractham, P., & Firpo, D. (2011, January). Using social networking technology to enhance learning in higher education: A case study using Facebook. In System Sciences (HICSS), 2011 44th Hawaii International Conference on (pp. 1-10). IEEE.

    Reinders, H., & Wattana, S. (2014). Can I say something? The effects of digital game play on willingness to communicate. Language Learning & Technology, 18(2), 101-123.

    Saaty, Ahdab A. (2016). Utilizing facebook in language classrooms: Social constructivist and affective filter approaches. Arab World English Journal, 6(4), 113-127.

    Sam, D. P. (2016). Natural approach of teaching english language on a flipped classroom platform to tertiary level engineering learners. International Journal of Educational Sciences, 14(1-2), 13-18.

    Sams, A., & Bennett, B. (2012). The truth about flipped learning. Message posted to http://www.eschoolnews.com/2012/05/31/the-truth-about-flipped-learning/.

    Sanprasert, N. (2010). The application of course management system to enhance autonomy in learning English as a foreign language. System, 38(1), 109-123.

    Schultz, D., Duffield, S., Rasmussen, S. C., & Wageman, J. (2014). Effects of the flipped classroom model on student performance for advanced placement high school chemistry students. Journal of Chemical Education, 91(9), 1334-1339.

    Shraim, K. (2013, May). Facilitating the implementation of the constructivist approach through the social space of Facebook. In e-Learning" Best Practices in Management, Design and Development of e-Courses: Standards of Excellence and Creativity," 2013 Fourth International Conference on (pp. 449-455). IEEE.

    Smith, R. (2008a). Learner autonomy. ELT Journal, 62(4), 395-397.

    Smith, R. (2008b). Taking the bull by its horns: Zakia Sarwar’s pro-autonomy approach to large classes in Pakistan (Part I). Independence, 44, 7-13.

    Soliman, N. A. (2016). Teaching English for academic purposes via the flipped learning approach. Procedia-Social and Behavioral Sciences, 232, 122-129.

    Splitter, L. (2009). Authenticity and constructivism in education. Studies in Philosophy and Education, 28(2), 135-151.

    Stockwell, G. (2013). Technology and motivation in English-language teaching and learning. In International Perspectives on Motivation (pp. 156-175). Palgrave Macmillan UK.

    Sung, K. (2015). A case study on a flipped classroom in an EFL content course. Multimedia-Assisted Language Learning, 18(2), 159-187.

    Swain, M. (1985). Communicative competence: Some roles of comprehensible input and comprehensible output in its development. Input in second language acquisition, 15, 165-179.

    Talbert, R. (2011). Inverting the Linear Algebra Classroom. Message posted to http://prezi.com/dz0rbkpy6tam/inverting-the-linear-algebra-classroom/.

    Tao, S. Y., Huang, Y. H., & Tsai, M. J. (2016, September). Applying the flipped classroom with game-based learning in elementary school students' English learning. In Educational Innovation through Technology (EITT), 2016 International Conference on (pp. 59-63). IEEE.

    Taylor, J. (2003). Managing staff development for online education: A situated learning model. Journal of Higher Education Policy and Management, 25(1), 75-87.

    Texas Education Agency. (2006). Rubric for Business Letter Writing. Retrieved from http://cte.sfasu.edu/wp-content/uploads/2012/01/Letter.doc

    Treem, J. W., & Leonardi, P. M. (2013). Social media use in organizations: Exploring the affordances of visibility, editability, persistence, and association. Annals of the International Communication Association, 36(1), 143-189.

    Tsai, C. C. (2000). Relationships between student scientific epistemological beliefs and perceptions of constructivist learning environments. Educational Research, 42(2), 193-205.

    Tsai, H. H., Peng, J. Y., Chang, C. T., Yu, P. T., & Chiou, K. C. (2016, July). Applying an eBook Tool with Lecturing Function and a Game-Based Student Response System in Flipped Classroom for a Seminar Course. In Educational Technology (ISET), 2016 International Symposium on (pp. 75-79). IEEE.

    Unlu, Z., & Wharton, S. M. (2015). Exploring classroom interactive behaviors around EAP writing: A data based model. Journal of English for Academic Purposes, 17, 24-36.

    Wang, Q., Woo, H. L., Quek, C. L., Yang, Y., & Liu, M. (2012) Using the Facebook group as a learning management system: An exploratory study. British Journal of Educational Technology, 43(3), 428-438.

    Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia, PA: Wharton Digital Press.

    Wharton, S. (2017). Reflection in university and the employability agenda: A discourse analysis case study. Reflective Practice, 18(4), 567-579.

    Woo, Y., & Reeves, T. C. (2007). Meaningful interaction in web-based learning: A social constructivist interpretation. The Internet and higher education, 10(1), 15-25.
    Wu, W. C. V., Hsieh Chen, J. S., & Yang, J. C. (2017). Creating an online learning community in a flipped classroom to enhance EFL learners’ oral proficiency. Journal of Educational Technology & Society, 20(2), 142-157.

    Yueh, H. P., & Hsu, S. (2008). Designing a learning management system to support instruction. Communications of the ACM, 51(4), 59-63.

    Zhang, H., Du, X., Yuan, X., & Zhang, L. (2016). The effectiveness of the flipped classroom mode on the English pronunciation course. Creative Education, 7(09), 1340.

    Zhang, Q., & Wu, F. (2016). Study on teacher-student interaction in flipped classroom based on video annotation learning platform. In State-of-the-Art and Future Directions of Smart Learning (pp. 257-261). Singapore: Springer.

    Zhang, J., Wang, Y., Zhang, H. (2012). Flipped classroom rodels Research. Distance Education Magazine, 2012(4).

    Zhang, J. & Zhang, B. (2013). Application of game based learning in flipped classroom. China Academic Journal Electronic Publishing. 73-78.

    Zheng, R. (2010). Effects of situated learning on students' knowledge acquisition: an individual differences perspective. Journal of Educational Computing Research, 43(4), 467-487.

    Zyngier, D. (2014). Class size and academic results, with a focus on children from culturally, linguistically and economically disenfranchised communities. Evidence Base, 1(3), 1-24.

    無法下載圖示 全文公開日期 2023/07/05 (校內網路)
    全文公開日期 本全文未授權公開 (校外網路)
    全文公開日期 本全文未授權公開 (國家圖書館:臺灣博碩士論文系統)
    QR CODE