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 |
相關次數: | 點閱:518 下載:0 |
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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.
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