English  |  正體中文  |  简体中文  |  Items with full text/Total items : 79372/79372 (100%)
Visitors : 40047162      Online Users : 472
RC Version 7.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version


    Please use this identifier to cite or link to this item: http://ir.lib.ncu.edu.tw/handle/987654321/78831


    Title: 應用數位獎章機制設計悅趣式英語學習環境;Applying Digital Badge Mechanism to Design a Digital Game-Based English Learning Environment
    Authors: 楊接期;吳婷婷
    Contributors: 國立中央大學學習科技研究中心
    Keywords: 數位獎章;數位遊戲式學習;英語學習;大型多人線上角色扮演遊戲;設計研究法;線上學 習社群;digital badge;digital game-based learning;English learning;Massively Multi-Player Online Role-Playing Game;design-based research;online learning community
    Date: 2018-12-19
    Issue Date: 2018-12-20 13:54:43 (UTC+8)
    Publisher: 科技部
    Abstract: 本計晝依循總計晝的精神,以設計研究法模式進行大型多人線上角色扮演遊戲(MMORPG)之悅趣式英 語學習環境的設計、開發、執行、分析、再設計等反覆且循環性的設計過程。第一年計晝主要分析系 統需求、開發系統功能模組、設計學習教材與活動、設計與編制英語學習相關測驗與問卷量表、及實 施先導性實驗等。先導性實驗的目的是讓學生及教師瞭解系統的基本功能與操作方式、對系統及教學 的看法及使用情形分析、並針對系統的性能及穩定度進行測試,做為後續修正的依據。第二年主要根 據先導性實驗結果修正悅趣式英語學習環境、設計與開發數位獎章機制、與實施教學評量實驗等。實 驗目的為評估所開發之具數位獎章機制的悅趣式英語學習環境是否能提升學生在英語成語學習的成 效,以及藉由訪談瞭解學生的學習態度與行為。第三年主要進行為期較長且較大規模的教學評量實 驗、分析實驗結果、以及改良系統對應之功能等。實驗目的是以知識建構及合作學習觀點探討學生在 悅趣式英語學習環境中使用線上學習社群功能的成效,讓學習者透過各種情境、挑戰、與任務種類加 深並加廣英語成語學習與應用,搭配不同數位獎章機制的設計,檢驗是否提升學習者英語知能、強化 學習者問題解決與合作學習等高階思維能力等。本計晝之重要性在於以數位獎章機制及數位遊戲式學 習為理論基礎,設計及實作一個悅趣式英語學習環境,將英語學習悅趣化,並探究悅趣式英語學習環 境對大學英語教育之學習與教學成效。 ;This project, deeply rooted in the spirit of the main project, aims to create a digital game-based English learning environment in a massively multi-player online role-playing game (MMORPG) with the integration of the design-based research (a circular and repeated design process involving design, development, implementation, analysis, and redesign). The first year of the project focuses on system requirement analysis, system function module development, learning material and activity design, assessment and questionnaire design and development, and pilot study implementation. The pilot study aims to familiarize students and instructors with the basic functions and operations of the proposed system, to analyze their perspectives about and overall utilization of the system and relevant instruction, and to have necessary modification based on the testing on the system performance and stability. The second year of the project centers on the modification of digital game-based English learning environment based on the pilot study in the first year, design and development of the digital badge mechanism, and the implementation of instructional experiment. The purposes of the experiment are twofold: (1) to investigate if the proposed digital game-based English learning environment with embedded digital badge mechanism effectively enhances EFL learners’ idiomatic learning outcomes, and (2) to understand students’ learning attitude and behavior via interviews. The third year is mainly composed of an extended instructional experiment with a bigger scale, analysis of experiment results, and corresponding improvement of system functions. The purpose of the experiment is to examine the effects of online learning community embedded in the digital game-based English learning environment in terms of knowledge building and collaborative learning, where learners strengthen idiom-related applications via diverse contexts, challenges, and tasks. Together with the embedded digital badge mechanism, the experiment aims to probe into if the proposed digital game-based English learning environment enhances learners’ idiomatic competence and strengthens their higher-order thinking abilities such as problem solving and collaborative learning. The significance of the current project lies in designing and constructing a digital game-based English learning environment based on digital badge mechanism and digital game-based learning theories, with the purposed of gamifying English learning and investigating the effects of digital game-based English learning environment on college English education.
    Relation: 財團法人國家實驗研究院科技政策研究與資訊中心
    Appears in Collections:[學習科技研究中心 ] 研究計畫

    Files in This Item:

    File Description SizeFormat
    index.html0KbHTML343View/Open


    All items in NCUIR are protected by copyright, with all rights reserved.

    社群 sharing

    ::: Copyright National Central University. | 國立中央大學圖書館版權所有 | 收藏本站 | 設為首頁 | 最佳瀏覽畫面: 1024*768 | 建站日期:8-24-2009 :::
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 隱私權政策聲明