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研究生: HOANG LE TU ANH
HOANG LE TU ANH
論文名稱: 數位遊戲於英語詞彙學習之效應:一個後設分析之更新
The Effectiveness of Digital Game-Based Learning on L2 Vocabulary Learning: A Meta-Analytic Update
指導教授: 曾文鐽
Wen-Ta Tseng
口試委員: 王世平
Shih-Ping Wang
林至誠
Chih-Cheng Lin
學位類別: 碩士
Master
系所名稱: 人文社會學院 - 應用外語系
Department of Applied Foreign Languages
論文出版年: 2023
畢業學年度: 111
語文別: 英文
論文頁數: 106
外文關鍵詞: Digital game-based learning, Vocabulary learning, Meta-analysis
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  • There is a perpetual demand for efficient word-learning strategies from language learners considering the significance of vocabulary for second language (L2) acquisition. In the digital age, the accessibility and pervasiveness of digital devices, such as smartphones and tablets, along with recent advancements in gaming applications have facilitated L2 learning in general and vocabulary learning in particular. Numerous studies, therefore, have been conducted to examine the impact of digital game-based learning (DGBL) on L2 vocabulary outcomes. This meta-analysis aimed to comprehensively review relevant research papers in the field, with a specific focus on control groups that exclude game-based elements or equivalent multimedia instructions. The meta-analysis included 42 primary studies published from 2006 to 2023, adopting an experimental versus control group design and involving a total of 2,707 participants. The results revealed a substantial effect size (g = .934), as determined by a random-effects model, signifying a significant impact of DGBL on L2 vocabulary learning. Additionally, the current study conducted a critical examination of eight salient moderator variables, resulting in the identification of two significant moderators. Subsequently, the influence of their interaction was further investigated to gain a deeper understanding of their combined effects. These findings strongly supported the efficacy of DGBL in promoting L2 vocabulary performances, emphasizing the imperative of carefully considering and implementing diverse gaming platforms within educational contexts.

    ABSTRACT iii ACKNOWLEDGEMENTS iv TABLE OF CONTENTS v LIST OF TABLES vii LIST OF FIGURES viii CHAPTER ONE INTRODUCTION 1 Background and Motivation 1 Purpose of the Study 4 Significance of the Study 5 Definition of Key Terms 6 Organization of the Study 7 CHAPTER TWO LITERATURE REVIEW 9 Definition of Digital Game-based Learning (DGBL) 9 Types of Digital Games 11 The Role of Digital Games in Vocabulary Learning 16 The Effectiveness of DGBL on L2 Vocabulary Learning 18 The Effectiveness of DGBL on L2 Vocabulary Learning – Meta-analytic Studies 21 Research Questions 28 Summary 28 CHAPTER THREE METHODOLOGY 30 Databases searched and search strings 30 Inclusion and exclusion criteria 32 Coded moderators 34 Data Analysis and Interpretation 44 Conventional approach 44 Integrated novel facets within the conventional approach 45 CHAPTER FOUR RESULTS 48 Overall effect size (Research Question 1) 48 Initial overall effect size 48 Standard Residual 49 Cluster Analysis 51 Revised overall effect size 54 Moderator Analyses (Research Question 2) 55 Individual Moderators 55 Interaction of Moderators 61 CHAPTER FIVE DISCUSSION 65 Research Question 1 65 Research Question 2 67 Individual Moderators 67 Interaction of Moderators 79 CHAPTER SIX CONCLUSION 82 Limitations and suggestions for future research 83 REFERENCES 86

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