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研究生: 薛慶榕
Ching-Jung Hsueh
論文名稱: 結合情境式問題導向策略之數位遊戲對英文聽力學習成效之影響
Effect of a Contextual Problem-based Educational Computer Game on Students’ English Listening Comprehension
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 楊凱翔
Kai-Hsiang Yang
鄭海蓮
Hi-Lian Jeng
許庭嘉
Ting-Chia Hsu
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: 2015
畢業學年度: 103
語文別: 中文
論文頁數: 116
中文關鍵詞: 遊戲式學習情境式學習問題導向式學習英文聽力
外文關鍵詞: game-based learning, situated learning, problem-based learning, English listening comprehension
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本篇研究設計一個角色扮演遊戲「英速魔法學園」,透過遊戲情境問題引導的方式,來幫助學生練習英語聽力。本研究採準實驗法,比較「一般資訊融入教學」與「RPG遊戲式教學」的學生,在學習成就、學習動機上的表現。研究對象為北台灣某私立中學國中部,三年級學生兩班共77位同學,其中一個班39人(男生26人,女生13人)為實驗組,採用RPG遊戲式情境學習; 另一個班38人(男生23人,女生15人)為控制組,採用一般資訊融入教學的方式。研究結果方面發現,使用RPG遊戲情境式進行學習的學生,在學習動機及成就都有較佳的表現。同時,本研究還進一步分析實驗組高低成就學生的行為模式,發現高成就同學在遊戲中會參與各項的活動設計,包含探索、提示、圖書館看書、答題、戰鬥等,而低成就學生則花較多的時間在非學習活動的戰鬥娛樂部分。由心流的角度來看,高心流的同學在答題正確後,會查詢字典做更精熟的練習,並參與遊戲中的戰鬥活動;相對地,低心流同學只著重於任務的完成,較少有參與戰鬥活動及查詢字典的行為。另外,男同學與女同學的表現中也大有不同:男同學明顯很投入遊戲活動,除了學習之外,花較多時間在戰鬥的部分;女同學則聚焦在蒐集資訊來完成任務。由課堂觀察的結果也發現,參與遊戲的學生在課堂的專注力明顯較佳,且學習成效良好。


In this study, a role-playing game (RPG), “Magic Listening School," is developed to help students practice English listening based on a problem-based approach. The study adopted a quasi-experimental method, comparing students’ academic performances and learning motivations in English listening between conventional technology-enhanced instruction group and situated RPG instruction group. The participants of this study were taught by the same teacher and the learning activities were parts of the formal curriculum performed in middle schools. The participants of this study included two classes of third graders of a junior high school in northern Taiwan. One class was assigned to be the experimental group and the other was the control group. The experimental group, including 39 students, 26 males and 13 females, learned with the situated RPG instruction, while the control group with 38 students, 23 males and 15 females, learned with conventional technology-enhanced instruction, that is, the teacher instructed and interacted with the students via using a computer and a projector to show the multimedia learning content and the supplementary materials, which are the same as that used by the experimental group. The result shows that students adopting the RPG had higher academic performances and better learning motivations. Meanwhile, the study is an empirical observation and analysis of the behavioral patterns during the RPG games for English listening comprehension. In the study, the gaming behaviors demonstrated by the RPG participants were recorded and summarized. Their recorded behaviors were coded. Moreover, a frequency analysis and sequential analysis were conducted to explore the behavioral distributions, behavioral-frequency transition in the RPG. In conclusion, students with higher academic performances were eager to win and learned much through various activities such as exploring unknowns, searching for hints, reading books, answering questions and joining battles while students with lower ones were unwilling to spend time on those learning parts but linger in the entertaining battles. What’s more, students with higher flow were enthusiastic at every part of the RPG activities while students with lower flow focused only on task completion. In addition, gender differences were also compared and discussed. Males were fascinated with battles challenges. On the contrary, females purely concentrated on problem solving and task finishing. Above all, students using the RPG did enhance their concentration, learning motivations and academic performances.

目錄 第一章 緒論 - 1 - 1.1 研究背景 - 1 - 1.2 研究動機 - 3 - 1.3 研究目的與問題 - 5 - 1.4 名詞釋義 - 5 - 1.4.1數位遊戲式學習 (Digital game based learning) - 5 - 1.4.2情境式學習 (Situated learning) - 6 - 1.4.3問題導向式學習 (Problem-based learning) - 6 - 1.4.4學習成就 (Learning achievement) - 7 - 1.4.5學習動機 (Learning motivation) - 7 - 1.4.6心流體驗 (Flow experience) - 7 - 第二章 文獻探討 - 9 - 2.1 科技輔助英語學習 - 9 - 2.2 數位遊戲式學習 - 11 - 2.2.1 數位遊戲式學習的定義 - 11 - 2.2.2 數位遊戲式學習的特性 - 12 - 2.2.3 數位遊戲式學習的應用 - 13 - 2.3 情境式學習 - 14 - 2.3.1 情境式學習的意義 - 14 - 2.3.2 情境式學習的內涵與相關研究 - 15 - 2.4 問題導向式學習 - 16 - 第三章 基於情境式問題導向策略的數位遊戲開發 - 19 - 3.1 系統架構 - 19 - 3.2 系統功能 - 20 - 3.3 系統開發環境 - 24 - 3.4 遊戲內容 - 24 - 3.5 遊戲設計 - 29 - 第四章 研究設計 - 37 - 4.1 研究架構 - 37 - 4.2 研究對象 - 38 - 4.3 研究課程 - 39 - 4.4 實驗流程 - 39 - 4.5 研究工具 - 41 - 4.5.1學習動機量表 - 41 - 4.5.2英文聽力學習成就測驗 - 41 - 4.5.3心流經驗量表 - 41 - 4.6 分析方法 - 42 - 第五章 實驗結果與分析 - 43 - 5.1 學習成就 - 43 - 5.1.1英聽測驗ANCOVA分析結果 - 43 - 5.1.2英聽延宕測驗ANCOVA分析結果 - 44 - 5.2 學習動機 - 45 - 5.3 行為分析 - 47 - 5.3.1 高成就學生與低成就學生行為分析比較 - 48 - 5.3.2 高心流學生與低心流學生行為分析比較 - 56 - 5.3.3 男學生與女學生行為分析比較 - 63 - 第六章 研究結論與未來展望 - 69 - 6.1研究結果與討論 - 69 - 6.2研究限制 - 72 - 6.3建議與未來研究 - 72 - 參考文獻 - 74 - 附件一 英聽測驗前測 - 86 - 附件二 英聽測驗後測 - 92 - 附件三 英聽測驗延宕測驗 - 97 - 附件四 學習動機量表 - 101 - 附件五 心流體驗量表 - 102 - 附件六 RPG遊戲內容 - 103 -

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