博碩士論文 104524014 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:32 、訪客IP:3.143.218.146
姓名 陳玟伶(Wen-Lin Chen)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 探討不同註釋方式及個體差異在數位遊戲式學習環境中對英語單字成效、動機與自我效能之影響
(Effects of Gloss and Individual Differences on English Vocabulary Performance, Motivation and Self-efficacy in a DGBL Environment)
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摘要(中) 隨著科技的進步,遊戲式學習已經成為教育中很重要的一個部分,透過遊戲
的方式融入語言教學已成為發展趨勢,而在語言學習當中,單字學習佔據了很重
要的一部分,過去文獻指出註釋可以有效的提升單字學習成效,但不同註釋方式
對於學習成效的結果較不一致,也較少關於註釋的文獻是透過遊戲式學習的方式
呈現,過去研究大多是以紙本或者是電腦螢幕呈現,因此本研究透過遊戲式學習
環境,探討三種不同註釋方式(Inference gloss 組:Inference – Gloss-Gloss、Retrieval
gloss 組:Gloss- Retrieval- Gloss、以及 Full gloss 組:Gloss-Gloss-Gloss)對於學習
成效、動機、自我效能以及遊戲成效是否有影響。此外本研究也探討個體差異(先
備知識、遊戲經驗)對於學習成效、動機、自我效能以及遊戲成效是否有影響,以
及探討上述變項之間的相關性。其中的學習成效包含 Meaning recall (英翻中)、
Meaning recognition (配對)、Form recall (中翻英)以及整體學習成效;遊戲成效包
含配對任務闖關次數、配對任務配對答對次數、閱讀任務閱讀答對題數、所有任
務按鈕點擊次數以及所有任務獲得金幣總數。本研究之研究對象為中部某大學的
學生 (N=70),資料分析包含描述性統計、ANOVA 分析、Pearson 相關係數分析
以及信度分析。
研究結果顯示,不同註釋方式對於學習成效的部分,各類型的學習成效
Retrieval gloss 組皆顯著優於 Full gloss 組;而 Retrieval gloss 組對於動機以及自
我效能也都顯著優於 Full gloss 組;然而不同註釋方式對於遊戲成效的部分只有
在閱讀任務閱讀答對題數達到顯著差異。在個體差異的部分,不同先備知識對於
學習成效中的 Meaning recall (英翻中)、Meaning recognition (配對) 以及整體學習
成效都有達到顯著差異,但在 Form recall (中翻英) 的部分則無;在不同遊戲經
驗則對於所有學習成效皆無達到顯著差異;而個體差異對於動機及自我效能,也
皆無達到顯著差異;但個體差異對於遊戲成效的部分,先備知識與閱讀任務閱讀答對題數達到顯著;而遊戲經驗對於遊戲成效則皆無達顯著差異。
摘要(英)
With the development of technologies and the spreads of using technologies,
digital game-based learning is becoming the important part of the education. Language
learning embedded in digital games is very prevalently. Vocabulary learning is one of
the essential elements in the field of language learning. Previous studies pointed out
that gloss can effectively improve vocabulary learning. However, effects of different
types of glosses are inconsistent. Besides, there were few studies on glosses in digital
game-based learning environments. Conversely, most of the previous studies on glosses
were focused on the paper or computer monitor. Therefore, this study investigated
effects of three different groups of glosses (i.e., Inference gloss group: Inference-GlossGloss,
Retrieval gloss group: Gloss-Retrieval-Gloss, and Full gloss group: GlossGloss-Gloss)
on learning performance, motivation, self-efficacy and game performance
in a digital game-based learning environment. Moreover, in this study, we also
investigated the effects of individual differences (i.e., prior knowledge, game
experience) on learning performance, motivation, self-efficacy and game performance
in a digital game-based learning environment. Regarding learning performance, it
includes Meaning recall, Meaning recognition, Form recall and overall learning
performance. Regarding game performance, it includes number of times in matching
task, number of correct answers in matching task, number of correct answers in reading
task, number of clicking buttons in matching task and reading task, and number of coins
in matching task and reading task. The participants were college students in the middle
of Taiwan (N=70). Data analysis includes descriptive analysis, ANOVA, Pearson
correlation and reliability analysis.
The results suggest that no matter what types of learning performance, Retrieval
gloss group was significantly better than Full gloss group. In addition, Retrieval gloss group was significantly better on learner′s motivation and self-efficacy than Full gloss
group. However, for the game performance part, different groups of glosses only
significantly influenced on number of correct answers in reading task. As for the
individual differences part, the results showed that different levels of prior knowledge
had significantly difference on Meaning recall, Meaning recognition and overall
learning performance but not on Form recall. In the different levels of game experiences,
the results showed that there was no significant difference on all types of learning
performance. Furthermore, individual differences had no significant difference on both
motivation and self-efficacy. For the game performance part, prior knowledge had
significant difference on correct answers in reading task; however, game experience
had no significant difference on any game performance.
關鍵字(中) ★ 數位遊戲式學習
★ 註釋
★ 個體差異
★ 學習成效
★ 動機
★ 自我效能
★ 遊戲成效
關鍵字(英) ★ digital game-based learning
★ game performance
★ gloss
★ individual differences
★ learning performance
★ motivation
★ self-efficacy
論文目次
摘要................................................................................................................................v
Abstract........................................................................................................................vii
致謝...............................................................................................................................ix
目錄................................................................................................................................x
圖目錄..........................................................................................................................xii
表目錄........................................................................................................................ xiii
第一章 緒論..................................................................................................................1
1.1 研究動機與背景.............................................................................................1
1.2 研究目的.........................................................................................................2
1.3 研究問題.........................................................................................................2
1.4 名詞解釋.........................................................................................................4
1.5 研究範圍及限制.............................................................................................5
第二章 文獻探討..........................................................................................................6
2.1 數位遊戲式英語學習.....................................................................................6
2.2 註釋.................................................................................................................7
2.3 個體差異.........................................................................................................9
第三章 系統設計與實作............................................................................................12
3.1 設計理念.......................................................................................................12
3.2 學習內容.......................................................................................................13
3.3 系統架構.......................................................................................................16
3.3.1 角色系統............................................................................................17
3.3.2 場景系統............................................................................................17
3.3.3 商店....................................................................................................18
3.3.4 任務系統............................................................................................20
第四章 研究方法........................................................................................................27
4.1 研究設計.......................................................................................................27
4.2 研究對象.......................................................................................................28
4.3 研究工具.......................................................................................................29
4.3.1 先備知識測驗....................................................................................29
4.3.2 遊戲經驗問卷....................................................................................29
4.3.3 英語字彙知識測驗............................................................................30
4.3.4 動機及自我效能問卷........................................................................32
4.3.5 系統記錄檔........................................................................................32
4.4 實驗流程.......................................................................................................33
4.5 資料收集與分析...........................................................................................35
第五章 研究結果與討論............................................................................................36
5.1 不同註釋組別對於學習成效、動機、自我效能、遊戲成效之影響.......36
5.1.1 不同註釋組別對於學習成效之影響................................................36
5.1.2 不同註釋組別對於動機之影響........................................................39
5.1.3 不同註釋類型對於自我效能之影響................................................40
5.1.4 不同註釋組別對於遊戲成效之影響................................................41
5.2 個體差異對於學習成效、動機、自我效能、遊戲成效之影響...............44
5.2.1 先備知識對於學習成效之影響........................................................44
5.2.2 遊戲經驗對於學習成效之影響........................................................46
5.2.3 個體差異對於動機之影響................................................................48
5.2.4 個體差異對於自我效能之影響........................................................49
5.2.5 先備知識對於遊戲成效之影響........................................................50
5.2.6 遊戲經驗對於遊戲成效之影響........................................................53
5.3 學習成效、動機、自我效能、遊戲成效與個體差異之相關性...............55
5.4 討論...............................................................................................................58
5.4.1 不同註釋組別對於學習成效之影響................................................58
5.4.2 不同註釋組別對於動機及自我效能之影響....................................59
5.4.3 個體差異對於學習成效之影響........................................................59
5.4.4 個體差異對動機及自我效能之影響................................................60
5.4.5 不同註釋組別與個體差異對於遊戲成效之影響............................60
5.4.6 學習成效、動機、自我效能、遊戲成效與之個體差異相關性....61
第六章 結論與建議....................................................................................................63
6.1 研究結論.......................................................................................................63
6.2 研究貢獻.......................................................................................................65
6.3 未來工作.......................................................................................................65
參考文獻......................................................................................................................67
附錄一 目標單字及文本............................................................................................73
附錄二 先備知識測驗................................................................................................78
附錄三 遊戲經驗問卷................................................................................................80
附錄四 Meaning recall (英翻中)-前測 ......................................................................82
附錄五 Meaning recall (英翻中)-後測 ......................................................................85
附錄六 Meaning recognition(配對)-前測..................................................................86
附錄七 Meaning recognition(配對)-後測..................................................................87
附錄八 Form recall (中翻英)-前測............................................................................88
附錄九 Form recall (中翻英)-後測............................................................................91
附錄十 動機及自我效能問卷....................................................................................93
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指導教授 楊接期(Jie-Chi Yang) 審核日期 2017-8-11
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