過去的研究顯示數位學習工具有助於英語學習,但這些實證研究主要著重於一般英語(General English),較少有研究運用這些數位學習工具來幫助提升研究生及年輕學者的學術英語(Academic English)能力。本計畫將整合數位遊戲、電子書和動畫片的優點,來開發一套「遊戲式動畫電子書」,以幫忙研究生及年輕學者進行聽、說、讀、寫等四種學習活動,使他們自我加強學術英語上聽、說、讀、寫的能力。在另外一面,每一個學生都有不一樣的特質,因此需要考慮學習者的個別差異性。因此,本計畫亦另外以實證研究來探討個別差異性如何影響研究生及年輕學者在使用此「遊戲式動畫電子書」之學習成效、學習行為及學習觀感。而從實證研究所獲得的結果,將用來發展(1)動態學習者模型:了解研究生及年輕學者在使用「遊戲式動畫電子書」之需求與喜好;(2)設計指南:協助設計者來開發兼容並蓄的「遊戲式動畫電子書」,以容納不同學習者間的個別差異性。 ;Past research indicated that digital learning tools are useful to English learning but such research emphasizes on general English. On the other hand, there is a lack of studies to help research students and young scholars learn academic English with digital learning tools. To this end, this project integrates the features of animation, digital games and e-book to develop game-based animated e-book, which can help research students and young scholars enhance the abilities of listening, speaking, reading and writing activities. On the other hand, individual differences existed among disabled people so a series of empirical studies will be conducted to investigate how individual differences affect the reactions of research students and young scholars to the game-based animated e-book, including learning performance, learning behavior and learning perceptions. The results from the empirical studies will be employed to create two outputs: (1) Dynamic Learning Models and (2) Design Guidelines. The dynamic learning models are presented as graphic-based descriptions to illustrate the needs of diverse learners while design guidelines can help designers develop game-based animated e-books that can accommodate the needs and preference s of various learners.