博碩士論文 109524022 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:44 、訪客IP:18.234.165.107
姓名 吳明珍(MING_CHEN WU)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 探討數位遊戲式學習情境中不同獎懲機制對於大學生日語助詞的學習成效、遊戲成效、學習動機、學習觀感及行為模式之影響
(Effects of Different Reward and Punishment Mechanisms in a Digital Game-based Learning Context: Investigating University Students′ Learning Performance, In-Game Performance, Learning Motivation, Learning Perceptions, and Behavior Patterns of Japanese Particles)
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摘要(中) 在全球化的時代,國際間的互動也越來越頻繁,由於日本多元發展媒體產業及文化,學習日語的人日漸增多,學習日語的過程中有多樣性的學習內容,包含詞彙、文法架構等,其中,日語助詞被認為對於學習日語來說複雜且易混淆的部分,尤其將日語助詞放置在不同位置將有不同的意義,易使學習者學習時有誤用的傾向,因此使用適當地學習策略來解決日語助詞的困難,根據過去數位遊戲式學習文獻顯示,數位遊戲式學習透過情境式學習,激發學習者學習和遊戲表現,數位遊戲式學習經常設計不同的遊戲機制吸引學習者,如獎懲機制,數位遊戲式學習結合獎懲機制有助於提高學習成效,藉由給予獎勵和懲罰有效地增進學習者的學習和遊戲表現,因此本研究開發一款具獎懲機制的數位遊戲式日語助詞學習系統。與過去文獻的獎懲機制不同,本研究設計的獎懲機制包含學習性質和遊戲性質,獎懲機制之學習性質包含額外獎勵題目和額外懲罰題目;獎懲機制之遊戲性質包含金幣、道具和拼圖,並結合遊戲設計激發學習者參與度,設置不同的學習活動給予學習者參與,學習者透過學習區進行日語助詞的文法和例句學習,練習區進行不同題型的練習,而同儕對戰區進行賓果對戰,以競爭的學習模式刺激學習動機和提高參與度,本研究的目的為探討數位遊戲式學習情境中獎懲皆有機制之學習者和僅有獎勵機制之學習者對於日語助詞的學習成效、遊戲成效、學習動機、學習觀感和行為模式之間的影響,以及各個變項之間的相關性。
本研究共有44位學習者,將其依照不同獎懲機制分成兩組(獎懲皆有機制組和僅有獎勵機制組),獎懲皆有機制組共有21人,僅有獎勵機制組共有23人,研究工具包含日語助詞學習系統、日語助詞學習測驗、學習動機量表、學習觀感問卷、系統紀錄檔和訪談,並依照行為編碼分析學習者的學習行為。
本研究結果顯示,在數位遊戲式日語學習系統環境,不同獎懲機制對於學習者的影響,主要結果包含以下四點:(1)使用本研究開發的日語助詞學習系統後,不同獎懲機制之學習者皆在日語助詞學習成效有顯著進步;(2)在數位遊戲式學習環境中,不同獎懲機制之學習者於同儕對戰區和獎懲/獎勵機制之遊戲成效有差異,獎懲皆有機制之學習者於同儕對戰區之對戰次數、累積答對題數、平均答對率和賓果戰敗次數顯著低於僅有獎勵機制之學習者,獎懲皆有機制之學習者於獎懲/獎勵機制之黑色拼圖總數顯著高於僅有獎勵機制之學習者;(3)不同獎懲機制之學習者於學習動機皆有提高興趣,於學習觀感皆有相同程度的滿意度,因此不同獎懲機制之學習者對於學習動機和學習觀感沒有顯著的差異;(4)獎懲皆有機制之學習者的行為轉移次數多於僅有獎勵機制之學習者。
綜合以上結果顯示,本研究之數位遊戲式日語助詞學習環境幫助獎懲皆有機制之學習者和僅有獎勵機制之學習者提高日語助詞學習成效,並透過獎懲/獎勵機制設計助於提升遊戲成效,而本研究分析結果更進一步探討不同獎懲機制之學習者於遊戲中所有行為歷程和成效,將提供研究者探討不同獎懲機制對於影響學習者成效的研究方向,教學者也可以借助本系統研究適合學習者有效地學習日語的教學模式。
摘要(英) In the era of globalization, international interactions are becoming more and more frequent. Due to the diversified development of media industry and culture in Japan, the number of people learning Japanese is increasing day by day. In the process of learning Japanese, there are diverse learning contents, including vocabulary, grammar structure, etc. , among them, Japanese particles are considered to be complicated and confusing parts for learning Japanese, especially if Japanese particles are placed in different positions, they will have different meanings, and it is easy for learners to have a tendency to misuse them in learning. Therefore, appropriate learning strategies are used to solve the difficulties of Japanese particles. According to past digital game-based learning literature, digital game-based learning stimulates learners’ learning and game performance through situational learning. Digital game-based learning often designs different game mechanisms to attract learners, such as reward and punishment mechanisms. Digital game-based learning combined with reward and punishment mechanism helps to improve learning effectiveness. By giving rewards and punishments, it can effectively improve learners′ learning and in-game performance. Therefore, this research develops a digital game-based Japanese particles learning system with a reward and punishment mechanism. Different from the reward and punishment mechanism in the past literature, the reward and punishment mechanism designed in this study includes learning type and game type. The learning type of the reward and punishment mechanism includes additional reward questions and additional punishment questions; the game type of the reward and punishment mechanism includes gold coins, props and puzzles, combined with game design to stimulate learner participation, setting different learning activities allow learners to participate. Learners learn the grammar and example sentences of Japanese particles through the learning area, practice different types of questions in the practice area, and peer-to-peer bingo battles in competition area stimulate motivation and increase engagement in a competitive learning model. The purpose of this study was to investigate the effects of learners with both reward and punishment mechanisms and learners with only a reward mechanism on the learning performance, in-game performance, learning motivation, learning perception and behavior patterns of Japanese particles in digital game-based learning contexts, and correlation between the various variables.
There were 44 learners in this study, who were divided into two groups according to different reward and punishment mechanisms (both reward and punishment group and reward only group). The research tools include the Japanese particles learning system, the Japanese particles learning test, the learning motivation scale, the learning perception questionnaire, system records and interviews, and analyze the learning behavior of learners according to behavioral coding scheme.
The results of this study show that in the digital game-based Japanese learning system environment, the impact of different reward and punishment mechanisms on learners, the main results include the following four points: (1) After using the Japanese particles learning system developed in this study, learners with different reward and punishment mechanisms had significant progress in learning Japanese particles; (2) In the digital game-based learning environment, learners with different reward and punishment mechanisms had different results in competition area and rewards and punishments mechanisms. Learners with both reward and punishment mechanisms played in competition area, cumulative number of correct answers, average correct answer rate and the number of bingo defeats were significantly lower than those of the learners with only the reward mechanism, and the learners with both reward and punishment mechanisms were significantly higher in the total number of black puzzles in the reward and punishment mechanisms than the learners with only the reward mechanism; (3) Learners with different reward and punishment mechanisms increased interest in learning motivation and had the same degree of satisfaction in learning perception. Therefore, learners with different reward and punishment mechanisms had no difference in learning motivation and learning perception; (4) The number of behavioral transfer of learners with both reward and punishment mechanism was more than that of learners with only reward mechanism.
Based on the above results, it is shown that the digital game-based Japanese particles learning environment in this study helps learners with both reward and punishment mechanisms and learners with only a reward mechanism to improve the learning preformance of Japanese particles. The analysis results of this research further explore all the behavioral processes and effects of learners with different reward and punishment mechanisms in the game, which will provide researchers with research directions to explore the effect of different reward and punishment mechanisms on learners’ performance. Teachers can also use this system to study the teaching mode suitable for learners to learn Japanese effectively.
關鍵字(中) ★ 數位遊戲式學習
★ 獎勵機制
★ 懲罰機制
★ 日語助詞
★ 學習成效
★ 遊戲成效
★ 學習動機
★ 學習觀感
★ 行為模式
關鍵字(英) ★ Digital Game-Based Learning
★ Reward Mechanism
★ Punishment Mechanism
★ Japanese Particles
★ Learning Performance
★ In-Game Performance
★ Learning Motivation
★ Learning Perception
★ Behavior Patterns
論文目次 摘要 i
ABSTRACT iii
誌謝 vi
目錄 vii
圖目錄 xi
表目錄 xiii
第1章 緒論 1
1.1 研究背景與動機 1
1.2 研究目的 4
1.3 研究問題 4
1.4 名詞解釋 4
第2章 文獻探討 8
2.1 數位遊戲式學習 8
2.1.1 數位遊戲式學習的優點 8
2.1.2 遊戲式語言學習 10
2.2 日語助詞 12
2.3 獎懲機制 13
2.3.1 獎懲機制在不同領域的應用 13
2.3.2 獎懲機制在學習的應用 14
2.3.3 獎懲機制在數位遊戲式學習的應用 15
2.4 行為模式 16
2.5 文獻探討小結 17
第3章 具獎懲機制之數位遊戲式日語助詞學習系統之開發 19
3.1 具獎懲機制之數位遊戲式日語助詞學習系統設計理念 19
3.1.1 日語學習教材之設計理念及目的 19
3.1.2 學習活動之設計理念及目的 19
3.1.3 獎懲機制之設計理念及目的 21
3.1.4 排行榜之設計理念及目的 22
3.1.5 輔助工具之設計理念及目的 23
3.2 具獎懲機制之數位遊戲式日語助詞學習系統架構 23
3.2.1 開發工具 25
3.2.2 學習內容 25
3.2.3 學習活動 31
3.2.4 獎懲機制 43
3.2.5 排行榜 49
3.2.6 輔助工具 50
3.3 具獎懲機制之數位遊戲式日語助詞學習系統操作流程 51
第4章 研究方法 58
4.1 研究設計 58
4.2 研究對象 60
4.3 研究工具 61
4.3.1 日語助詞學習系統 61
4.3.2 日語助詞學習測驗 63
4.3.3 學習動機量表 63
4.3.4 學習觀感問卷 64
4.3.5 訪談 64
4.3.6 系統記錄檔 65
4.4 實驗流程 67
4.5 行為編碼 69
4.6 資料收集與分析 71
4.6.1 信度分析(Reliability Analysis) 71
4.6.2 無母數檢定(Non-parametric test) 71
4.6.3 滯後序列分析(Lag Sequential Analysis, LSA) 72
4.6.4 訪談 72
第5章 研究結果與討論 73
5.1 不同獎懲機制於日語助詞學習成效、遊戲成效、學習動機、學習觀感、行為模式之影響 73
5.1.1 不同獎懲機制於日語助詞學習成效之影響 73
5.1.2 不同獎懲機制於遊戲成效之影響 75
5.1.3 不同獎懲機制於學習動機之影響 82
5.1.4 不同獎懲機制於學習觀感之影響 83
5.1.5 不同獎懲機制於行為模式之影響 84
5.2 不同獎懲機制於日語助詞學習成效、遊戲成效、學習動機和學習觀感相互之間的相關性 102
5.3 不同獎懲機制之訪談結果 135
5.4 綜合討論 141
5.4.1 不同獎懲機制學習者對於日語助詞學習成效之影響 141
5.4.2 不同獎懲機制學習者對於遊戲成效之影響 143
5.4.3 不同獎懲機制學習者對於學習動機之影響 146
5.4.4 不同獎懲機制學習者對於學習觀感之影響 147
5.4.5 不同獎懲機制學習者對於行為模式之差異 147
5.4.6 不同獎懲機制於日語助詞的學習成效、遊戲成效、學習動機和學習觀感之間的相關性 150
5.4.7 不同獎懲機制學習者之訪談 151
第6章 結論 153
6.1 研究結論 153
6.1.1 不同獎懲機制之學習者在數位遊戲式學習環境,對於日語助詞學習成效、遊戲成效、學習動機、學習觀感和行為模式之影響 153
6.1.2 不同獎懲機制之學習者在數位遊戲式學習環境,對於日語助詞學習成效、遊戲成效、學習動機、學習觀感之間的相關性 154
6.2 研究貢獻 155
6.3 未來展望與侷限 157
6.3.1 研究設計之改善及建議 157
6.3.2 系統設計之改善及建議 157
6.3.3 研究範圍及限制 158
參考文獻 160
附錄一 研究參與者知情同意書 169
附錄二 日語助詞學習測驗前測 170
附錄三 日語助詞學習測驗後測 173
附錄四 日語助詞學習測驗延宕測驗 175
附錄五 學習動機問卷(獎懲皆有機制) 177
附錄六 學習動機問卷(僅有獎勵機制) 179
附錄七 學習觀感問卷(獎懲皆有機制) 181
附錄八 學習觀感問卷(僅有獎勵機制) 183
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指導教授 楊接期(Jie-Chi Yang) 審核日期 2022-8-22
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