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研究生: 張帝
Di Zhang
論文名稱: 基於適性化電腦代理人機制的數位遊戲對EFL學生在英文詞彙學習成就、學習動機、自我效能及英文焦慮的影響
Effects of an adaptive computer agent-based digital game on EFL students’ English vocabulary learning achievement, motivation, self-efficacy and English anxiety
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 楊接期
Jie-Chi Yang
王淑玲
Shu-Ling Wang
許庭嘉
Ting-Chia Hsu
楊凱翔
Kai-Hsiang Yang
黃國禎
Gwo-Jen Hwang
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: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 71
中文關鍵詞: 電腦代理人適性化學習數位遊戲學習
外文關鍵詞: Computer agent, adaptive learning, digital game-based learning
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  • 基於數位遊戲的語言學習 (Digital Game-Based Language Learning, DGBLL)的有效性已經被許多學者所認可。隨著計算機技術和多媒體學習環境的不斷發展,電腦代理人已經被廣泛應用於遊戲系統中提供學習引導或輔助。電腦代理人是指為了滿足教學目標而創建在數位學習系統中的虛擬化人物角色。然而在傳統教學系統中,電腦代理人是由單一角色的觀點進行設計,例如扮演教師或學生。具有單一的互動邏輯的電腦代理人往往無法因應學生的個人化需求進行調整,以發揮更佳的輔助學習效果。因此,本研究提出一種適性化角色調整策略,讓電腦代理人可以在數位遊戲中依據學生的需求,調整扮演的角色及功能,來促進學生的學習成就和高層次思維。為了驗證這個構想的成效,本研究開發了一個基於適性化電腦代理人機制的數位遊戲,並透過實驗來分析這個學習模式對於EFL (English as Foreign Language) 學生在英文詞彙學習成就、學習動機、自我效能及英文焦慮等方面的影響。本研究採取準實驗設計,受測者為同一所國中四個班共56名學生。兩個班級為實驗組 (N=30),使用基於適性化電腦代理人機制的數位遊戲(Adaptive computer agent-based digital game, ACA-DG)進行學習;另外兩個班級為控制組 (N=26),使用基於傳統電腦代理人的數位遊戲(Conventional computer agent-based digital game, CCA-DG)進行學習。研究結果顯示,實驗組學生的學習成就和自我效能感顯著高於控制組學生。同時,實驗組的學生英文學習焦慮感顯著低於控制組。而在學習動機方面,兩組學生並未存在顯著差異。


    The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character that is created in a digital learning system to achieve instructional goals. However, in traditional teaching systems, computer agents are designed with a single role, such as a teacher or a student. Computer agents with a single interactive logic often lack the function to understand students' conditions and needs from various perspectives, and are unable to adapt for better learning support. Therefore, this study proposed an adaptive role-switching strategy that allows computer agents to adjust their roles and functions according to students' needs in digital games for promoting their learning achievement. To investigate the impact of this learning model on English vocabulary learning achievement, motivation, self-efficacy, and English anxiety among EFL (English as Foreign Language) students, an adaptive computer agent-based digital game was developed. A quasi-experiment was designed by recruiting 56 middle school students in four classes. Two classes (N=30) were arranged in the experimental group and used an adaptive computer agent-based digital game (Adaptive computer agent-based digital game, ACA-DG); two classes (N=26) were arranged in the control group and used the conventional computer agent-based digital game (Conventional computer agent-based digital game, CCA-DG). The results showed that students in the experimental group had significantly higher learning achievement and self-efficacy than those in the control group. On the other hand, students in the experimental group had significantly lower English learning anxiety than those in the control group. There was no significant difference between the two groups in terms of learning motivation.

    摘要 I ABSTRACT II 誌謝 III 目錄 IV 圖目錄 VI 表目錄 VII 第一章 緒論 - 1 - 第二章 文獻探討 - 6 - 2.1 基於數位遊戲的語言學習 - 6 - 2.2 基於電腦代理人的學習 - 8 - 2.3 適性化電腦代理人 - 12 - 第三章 基於適性化電腦代理人的遊戲系統 - 16 - 3.1 系統架構 - 16 - 3.2 遊戲流程 - 18 - 3.3 電腦代理人互動模式 - 24 - 3.4 代理人角色轉換策略 - 26 - 第四章 研究設計 - 29 - 4.1 實驗對象 - 29 - 4.2 實驗流程 - 29 - 4.3 研究工具 - 31 - 4.4 研究架構 - 32 - 4.5 數據分析 - 34 - 第五章 實驗結果 - 36 - 5.1 學習成就 - 36 - 5.2 學習動機 - 37 - 5.3 自我效能 - 38 - 5.4 英文焦慮 - 39 - 5.5 行為分析 - 40 - 第六章 結論與建議 - 43 - 6.1 結論 - 43 - 6.2 討論 - 44 - 6.3 研究限制與未來建議 - 47 - 參考文獻 - 48 - 附錄 1. 學習動機量表 - 61 - 附錄 2. 自我效能量表 - 62 - 附錄 3. 英文焦慮量表 - 63 -

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