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研究生: 曹雅涵
Ya-Han Cao
論文名稱: 情境遊戲式學習模式對學生英語文法之學習表現、學習行為的影響
Effects of Contextual Game-Based Learning on Students' Learning Achievement and Behaviors in an English Grammar Course
指導教授: 黃國禎
Gwo-Jen Hwang
林奇臻
Chi-Jen Lin
口試委員: 朱慧君
Hui-Chun Chu
賴秋琳
Chiu-Lin Lai
林奇臻
Chi-Jen Lin
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: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 71
中文關鍵詞: 情境遊戲式英語文法學習成就情境文法錯誤率行為分析
外文關鍵詞: contextual game-based learning, English grammar, learning achievement, grammatical errors, behavior analysis
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隨著國際化時代的來臨,英語成為一種不可或缺的能力。英語文法是非母語學生在學習英語過程中最具挑戰的部分之一;同時,由於缺乏英語演練情境,學生往往學習動機低落。因此,如何提升學生學習動機,並提供一個英語學習情境顯得格外重要。為了提供學生一個有意義的英語學習情境,本研究提出一個情境遊戲式學習模式。為了驗證此學習模式對學生學習表現之影響,本研究採準實驗設計,將兩個班級52名學生分為實驗組和控制組,應用在大學一年級的英語文法課程。實驗組學生使用「情境遊戲式學習模式」,控制組使用「一般科技學習模式」。實驗結果發現,實驗組與控組在學習成就上沒有顯著差異,但在情境文法錯誤率上,實驗組的錯誤率顯著低於控制組。而學習行為方面可以發現,在面對聽力題型方面,高成就的學生會藉由瞭解蒐集的道具與資訊來思考解決問題的方向,進而完成任務,而低成就的學生則很少有這方面的行為;在填空題型方面,高成就的學生偏好蒐集大量的資料進行統整後再進行答題,而低成就的學生偏好直接嘗試答題後再尋求提示;在重組題型方面,高成就的學生能夠順利的完成重組題型,而低成就的學生在重組題型中遇到困難,無法順利的完成重組題型。由此推測,高成就的學生通常會嘗試蒐集並統整資料來解決問題,而低成就的學生則欠缺這樣的能力;因此,未來可以針對低成就的學生給予資料蒐集及問題解決方面的引導,來協助他們提昇自主學習的能力。


In recent years, English has being recognized as a necessary ability. English grammar could be the most challenging part for EFL (English as Foreign Language) students; moreover, owing to the lack of proper English practicing contexts, EFL students generally are demotivated to learn English. Therefore, it is especially important to provide a proper English learning context to improve students' learning motivation. In order to provide a meaningful learning context to learn English, a contextual game-based learning approach is proposed in this study. To evaluate the effectiveness of the proposed approach, an experiment will be conducted in a college course to examine the students’ learning achievements. The participants were two classes of 52 freshmen who took a English grammar course in a university in northern Taiwan. One class was the experiment group learning with the contextual game-based learning approach, while the other class was the control group learning with the conventional technology learning approach. The experimental results show that the contextual game-based learning approach is able to reduce the students’ grammatical errors, while no significant difference existed between the learning achievements of the two groups. In terms of game-bused learning behavior, when dealing with the listening items, high-achievers tended to employ the collected game props and information to complete tasks, while low-achievers rarely had such behaviors. In the fill-in-the-blank item, high-achievers preferred to collect a large of data for reorganization and answer learning tasks, while the low-achievers of students preferred to answer the learning task first and then asked for help. In the reorganization item, the high-achievers can complete the tasks on their own, while the low-achievers generally failed to complete the task. Therefore, this study found that the high-achievers of students often collect and integrate data to solve problems, while the low-achievers of students lack such a competence or behaviors. Therefore, it is suggested that providing learning guidance to help low-achievers search for information for solving problems could an important issue for future research.

摘要 I ABSTRACT II 目錄 III 圖目錄 V 表目錄 VII 第一章 緒論 1 1.1 研究背景與動機 1 1.2 研究問題 3 1.3 名詞釋義 3 1.3.1 情境遊戲式學習 (Contextual game-based learning) 3 1.3.2 學習成就(Learning achievement) 4 1.3.3 英語文法 (English grammar) 4 1.3.4 高低成就 (High-achievers and Low-achievers) 4 第二章 文獻探討 5 2.1 科技輔助英語學習 5 2.2 情境遊戲式學習 7 第三章 情境遊戲式學習系統 10 3.1 系統架構 10 3.2 系統開發環境與功能 11 3.3 情境遊戲系統設計 13 第四章 研究設計 22 4.1 研究架構 22 4.2 研究對象 23 4.3 實驗課程 24 4.4 實驗流程 26 4.5 研究工具 26 4.5.1 學習成就測驗 26 4.5.2 情境文法分析 27 4.5.3 學習行為 28 4.6 資料處理與分析 29 第五章 研究結果與分析 31 5.1 學習成就 31 5.2 文法錯誤率 32 5.3 學習行為分析 33 5.3.1 聽力題型 33 5.3.2 填空題型 37 5.3.3 重組題型 41 第六章 結論與未來展望 45 6.1 研究結果與討論 45 6.1.1 英語文法成就 46 6.1.2 情境文法錯誤率 46 6.1.3 學習歷程分析 47 6.2 研究限制 48 6.3 研究建議與未來展望 48 參考文獻 50 附件一 58 附件二 61 附件三 63

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