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研究生: 郭奕君
Yi-Chun Kuo
論文名稱: 基於主動學習促進機制之行動遊戲對小學生英文學習成就及行為模式之影響
Effects of Active Learning-Promotion Mechanism-based Mobile Game on Elementary School Students’ Learning Achievement and Behaviors in English Courses
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 黃國禎
Gwo-Jen Hwang
高宜敏
Yi-Min Kao
朱蕙君
Hui-Chun Chu
宋涵鈺
Han-Yu Sung
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: 2018
畢業學年度: 106
語文別: 中文
論文頁數: 71
中文關鍵詞: 語言學習行動學習遊戲式學習學習動機學習行為
外文關鍵詞: Language learning, Mobile learning, Game-based learning, Learning Motivation, Learning Behavior
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為了提高國際競爭力,學習第二語言已成為重要的趨勢。在語言學習過程,詞彙是重要的基礎;許多學生往往由於詞彙學習成效不佳,影響語言的學習成果,甚至於失去對語文的學習興趣。學者指出,透過遊戲來學習語言,可提昇學生的學習興趣;同時,將有效的學習策略融入遊戲中,不但能夠提升學生的動機,更能增加學習成效。因此,本研究嘗試建立一個結合「主動學習促進機制」的行動遊戲,並應用在英文字彙的學習活動。為了驗證這個學習模式的效果,本研究透過準實驗設計,在一所小學英文課程中進行學習活動;其中實驗組51名學生使用「基於主動學習促進機制之行動遊戲學習」,控制組49名學生則使用「一般行動遊戲學習」進行英文字彙的學習。
由實驗結果發現,結合「主動學習促進機制」的行動遊戲,能夠有效地促進學生的學習成就與學習者控制和自我導向學習的表現。因兩組學生皆使用平板遊戲,在學習動機及個人自我效能方面並無異同。最後,實驗組學生明顯出現主動學習促進機制之行為,未來可提供不同年齡層學生使用此教學模式學習。


Learning a second language has become people’s tool to gain competitive advantage in international community. Within the field of second-language learning, understanding the meaning of vocabularies is essential. However, many researchers found that educational games can enhance students’ learning interest in languages. At the same time, researchers have pointed out that integrating teaching strategies into games to guide learning is very effective for the learners. It not only raises the learning motivation, but also increases the learning achievement. Therefore, this research uses experimental method which combines Mobile Game-based learning and Active Learning-Promotion Mechanism to test in English courses. The experiment group consisted of 51 students using Effects of Active Learning-Promotion Mechanism-based Mobile Game and the control group consisted of 49 students using the general Mobile Game-based learning to do the activities.
According to the experimental results, it was found that the proposed approach significantly improved the students' performance in learning achievement and learner control and self-directed learning. The both groups of students used games, while no significant difference was found between the learning motivation and self-efficacy. Finally, the experimental group of students obviously appeared Effects of Active Learning-Promotion Mechanism-based behaviors. Students of different ages can use this teaching mode to learn in the future.

摘要 I Abstract II 致謝 III 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 - 2 - 1.3 名詞釋義 - 3 - 1.3.1 語言學習(Language learning) - 3 - 1.3.2 行動遊戲式學習(Mobile Game-based learning) - 3 - 1.3.3 學習動機(Learning Motivation) - 4 - 1.3.4 個人自我效能(Self-efficacy) - 4 - 1.3.5 學生控制(Learner Control) - 4 - 1.3.6 自我導向學習(Self-directed learning) - 5 - 1.3.7 序列分析(Sequential Analysis) - 5 - 第二章 文獻探討 - 6 - 2.1 語言學習(Language learning) - 6 - 2.2 行動遊戲式學習(Mobile Game-based learning) - 7 - 2.3 主動學習模式(Active learning) - 8 - 2.4 電腦化測驗及回饋(Web-based Assessment and Test Analysis System) - 9 - 第三章 基於主動學習促進機制之行動遊戲 - 11 - 3.1 系統架構 - 11 - 3.2 系統開發環境及功能 - 14 - 3.3 主動學習促進機制 - 17 - 第四章 實驗設計 - 23 - 4.1 實驗架構 - 23 - 4.2 實驗對象 - 25 - 4.3 實驗課程 - 25 - 4.4 實驗流程 - 26 - 4.5 研究工具 - 27 - 4.5.1 學習動機量表 - 27 - 4.5.2 個人自我效能量表 - 27 - 4.5.3 學習者控制和自我導向學習量表 - 27 - 4.5.4 英文單字測驗 - 28 - 4.5.5 訪談 - 28 - 4.6 學習行為編碼 - 29 - 4.7 資料處理與分析 - 29 - 第五章 實驗結果 - 31 - 5.1 學習成就 - 31 - 5.2 學習動機 - 32 - 5.3 個人自我效能 - 33 - 5.4 學習者控制和自我導向學習 - 34 - 5.5 訪談結果 - 34 - 5.6 學習歷程分析 - 37 - 第六章 結論與未來展望 - 41 - 6.1 研究結果與討論 - 41 - 6.1.1 學習成就 - 42 - 6.1.2 學習動機 - 42 - 6.1.3 個人自我效能 - 43 - 6.1.4 學習者控制和自我導向學習 - 44 - 6.1.5 學習歷程分析 - 44 - 6.2 研究限制 - 45 - 6.3 研究建議 - 46 - 6.4 未來展望 - 46 - 參考文獻 - 46 - 附件一 - 57 - 附件二 - 58 - 附件三 - 59 - 附件四 - 60 - 附件五 - 61 - 附件六 - 62 -

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