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研究生: 邱樺禎
Hua-chen Chiu
論文名稱: 數位遊戲學習對大學生英文學習策略、內在動機、自我效能、認知負荷與學習表現之影響
The Role of Digital Game-Based Learning in University Student's English Learning Strategy, Intrinsic Motivation, Self-Efficacy, Cognitive Load, and Academic Performance
指導教授: 王淑玲
Shu-ling Wang
口試委員: 林珊如
none
高宜敏
none
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: 2014
畢業學年度: 102
語文別: 中文
論文頁數: 83
中文關鍵詞: 數位遊戲學習英文學習策略內在動機自我效能認知負荷學習表現
外文關鍵詞: Digital game-based learning, English learning strategy, Intrinsic motivation, Self-efficacy, Cognitive load, Academic performance
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本研究主要探究與比較「數位遊戲學習」與「習作練習」的學習環境下,大學生英語學習策略(learning strategy)、內在動機(intrinsic motivation)、自我效能(self-efficacy)、認知負荷(cognitive load)以及學習表現(academic performance)之差異。本研究之數位遊戲乃研究者利用Scratch所設計開發,本研究對象為某科技大學國企系三年級兩個班級共112名學生,由同一位老師教授國際商務英文課後,實驗組學生55人,進行「數位遊戲學習」,控制組學生57人,進行「習作練習」,最後進行國貿英文之測驗,以瞭解其學習表現。
本研究結果顯示:(1)數位遊戲學習相較於傳統習作練習,學習者英語學習策略無顯著差異。學習者經由數位遊戲學習後,其英語學習策略有顯著提升,而學習者經由傳統習作練習後,其英語學習策略則無顯著提升。(2)數位遊戲學習相較於傳統習作練習,數位遊戲學習者之內在動機顯著為佳。學習者經由數位遊戲學習後,其內在動機有顯著提升,而學習者經由傳統習作練習後,其內在動機則無顯著提升。(3)數位遊戲學習相較於傳統習作練習,數位遊戲學習者之自我效能顯著為佳。學習者經由數位遊戲學習後,其自我效能有顯著提升,而學習者經由傳統習作練習後,其自我效能則無顯著提升。(4)數位遊戲學習相較於傳統習作練習,學習者「認知負荷」並無顯著差異。(5)數位遊戲學習相較於傳統習作練習,數位遊戲學習者之學習表現顯著為佳。學習者經由數位遊戲學習後,其學習表現有顯著提升,而學習者經由傳統習作練習後,其學習表現則顯著降低。
最後,本研究根據研究結果進行討論,並對教師教學、系統設計與後續研究提出相關建議。


The study attempts to investigate the differences in English learning strategy, intrinsic motivation, self-efficacy, cognitive load, and academic performance between digital game-based learning and workbook exercise. The digital game was designed with Scratch by the researcher. There were 112 college students enrolling the course "international business English" from a vocational university participating in this study. These students were from two classes and taught by the same instructor. 55 students in the experimental group, which used "digital game-based learning", while 57 students in control group used "workbook exercise". Finally, all students were asked to take an examination in order to evaluate their performance.
The results indicated that (1)Although no difference was found in English learning strategies between digital game-based learning and traditional workbook exercise groups, students’ uses of learning strategies significantly increased with digital game-based learning group, while traditional workbook exercise group did not. (2) There was a significant difference in intrinsic motivation between digital game-based learning and traditional workbook exercise groups; students’ intrinsic motivation significantly increased with game-based learning group, while no significant difference was found in intrinsic motivation with traditional workbook exercise group. (3) There was a significant difference in self-efficacy between digital game-based learning and traditional workbook exercise groups; students’ self-efficacy significantly increased with game-based learning group, while no significant difference was found in self-efficacy with traditional workbook exercise group. (4) There was no significant difference in cognitive load between digital game-based learning and traditional workbook exercise groups. (5) There was a significant difference in academic performance between digital game-based learning and traditional workbook exercise groups; students’ academic performance significantly increased with game-based learning group, while a significant decrease was found in academic performance with traditional workbook exercise group.
Finally, implications and suggestions for teaching and future research were provided.

摘要...................................................I Abstract..............................................II 誌謝.................................................III 目錄..................................................IV 表目錄................................................VI 圖目錄...............................................VII 第壹章 緒論............................................1 第一節 研究背景與動機..................................1 第二節 研究問題........................................4 第三節 本研究的重要性..................................5 第四節 研究架構........................................6 第五節 名詞釋義........................................7 第貳章 文獻探討........................................9 第一節 英語學習策略與數位遊戲學習之相關研究............9 第二節 內在動機與數位遊戲學習之相關研究...............13 第三節 自我效能與數位遊戲學習之相關研究...............15 第四節 認知負荷與數位遊戲學習之相關研究...............17 第五節 數位遊戲學習與學習表現之相關研究...............20 第參章 研究方法.......................................22 第一節 研究架構.......................................22 第二節 研究對象.......................................23 第三節 學習任務.......................................24 第四節 研究工具.......................................25 第五節 研究流程.......................................36 第六節 資料處理與分析.................................38 第肆章 研究結果.......................................39 第一節 描述性統計與各量表前測統計分析.................39 第二節 研究假設之統計分析.............................41 第伍章 結論與建議.....................................48 第一節 結論與討論.....................................48 第二節 研究限制.......................................52 第三節 研究建議.......................................53 參考文獻..............................................55 一、中文文獻..........................................55 二、英文文獻..........................................55 【附錄】..............................................64 附錄一、控制組習作練習內容............................64 附錄二、學習表現前測題目..............................65 附錄三、學習表現後測題目..............................66 附錄四、內在動機量表..................................67 附錄五、自我效能量表..................................67 附錄六、認知負荷量表..................................68 附錄七、英語學習策略問卷..............................69 附錄八、內在動機、自我效能問卷(前測)..................70 附錄九、內在動機、自我效能與認知負荷問卷(實驗組後測)..71 附錄十、內在動機、自我效能與認知負荷問卷(控制組後測)..72

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