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研究生: 楊明珮
Min-Pey Yang
論文名稱: 使用不同線上即時回饋系統複習單字對高職學生學習成效、學習動機及學習投入之影響
Vocabulary Review Using Different Online Interactive Response Systems for Vocational High School Students and its Effects on Learning Achievement, Learning Motivation and Learning Engagement
指導教授: 陳秀玲
Hsiu-Ling Chen
口試委員: 翁楊絲茜
Cathy Weng
陳志銘
Chih-Ming Chen
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: 105
中文關鍵詞: 線上即時回饋系統學習成效學習動機學習投入心流理論
外文關鍵詞: online interactive response systems, learning achievement, learning motivation, learning engagement, flow
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  •   由於數位科技的發展,學習工具變得多元。本研究旨在探討不同線上即時回饋系統對高職學生複習英文單字的影響。研究分為前導研究與正式研究。前導研究為高職學生使用Kahoot!線上即時回饋系統複習單字對學習成效的影響,採用準實驗研究法,以新北市某公立高職三年級某兩班學生為實驗研究對象。實驗結果兩組有顯著差異,證明使用Kahoot!複習單字比使用傳統紙筆測驗複習單字更能提升學習成效。接續前導研究,正式研究進一步探討高職學生使用Kahoot!和Quizlet兩種不同線上即時回饋系統複習英文單字對學習成效、學習動機與學習投入的影響,並且分析學生使用兩種線上即時回饋系統後的心流狀態。正式研究採用準實驗研究法,以新北市某公立高職一年級某兩班學生為實驗研究對象。研究結果發現使用Kahoot!複習單字和使用Quizlet複習單字對學生在學習成效、學習動機和學習投入上皆有明顯提升,但兩組無顯著差異。分析使用線上即時回饋系統後的心流狀態,兩組在心流前提的「知行合一」上有顯著差異,顯示在遊戲操作介面方面,實驗組的Kahoot!介面操作較Quizlet更簡單且具直覺性,學習者能更快地熟悉操作;在心流經驗的「失去自我意識」上也有顯著差異,顯示實驗組的學習者因為Kahoot!即時競賽的刺激感而更投入,進而降低自我監督,對照組則因為Quizlet的單字書寫測驗無競爭性,學習者不會過度投入而失去自我監控意識。根據以上研究結果提出建議,以供未來英語單字教學、使用線上即時回饋系統學習及後續相關研究參考。


    With the development of digital technology, learning tools have become diverse. This study aimed to examine the effects on learning achievement, learning motivation and learning engagement on vocational high school students by using different online interactive response systems to review vocabulary. This study contained a pilot study and a formal study. The pilot study’s purpose was to investigate the effects on learning achievement by using Kahoot! and written tests. Adopted the quasi-experimental design, the pilot study’s target subjects were third-grade students in a public vocational high school in New Taipei City. The ANCOVA result of the pilot study showed a significant difference, proving that using Kahoot! as a vocabulary review tool is better than using the written tests in improving students’ learning achievement. Followed by the pilot study and adopted the quasi-experimental design, the formal study further explored the effects on learning achievement, learning motivation and learning engagement on first-grade students in the same school by using Kahoot! and Quizlet to review vocabulary and analyzed the flow states of two groups. The formal study showed that using Kahoot! and Quizlet to review vocabulary both improved students’ learning achievement, learning motivation and learning engagement greatly, but no significant differences were found between these two groups. However, there were significant differences on “action–awareness merging” of flow antecedents and “loss of self-consciousness” of flow experience, indicating that the operating interface of Kahoot! is simpler and more intuitive than that of Quizlet, and learners of Kahoot! were more involved than those of Quizlet because Kahoot! games are more exciting than Quizlet’s non-competitive vocabulary tests.

    第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究重要性 3 第三節 研究目的 3 第四節 研究問題 4 第五節 名詞解釋 4 第六節 研究範圍與限制 6 第二章 文獻探討 8 第一節 數位英語學習 8 第二節 學習動機相關理論 15 第三節 學習投入相關理論 20 第四節 心流理論 22 第三章 研究方法 26 第一節 前導研究 26 第二節 研究參與者 27 第三節 研究工具 27 第四節 研究架構與流程 38 第五節 資料分析 39 第四章 研究結果 42 第一節 使用不同即時回饋系統複習英文單字對學習成效的影響 42 第二節 使用不同即時回饋系統複習英文單字對學習動機的影響 44 第三節 使用不同即時回饋系統複習英文單字對學習投入的影響 50 第四節 使用不同即時回饋系統複習英文單字的心流狀態 58 第五節 學習成效與學習動機、學習投入和心流量表之相關性 63 第六節 質性資料分析 67 第五章 結論與建議 76 第一節 研究結論 76 第二節 研究建議 82 參考文獻 85 附錄一 前測測驗卷 94 附錄二 後測測驗卷 96

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