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    Title: 英文單字樂園:強化系統設計與實作及初步測試;Vocabulary playground:Enhancing system design and implementation, and trial test
    Authors: 朱修義;Chu, Hsiu-yi
    Contributors: 網路學習科技研究所
    Keywords: 英語詞彙學習;數位遊戲式學習;興趣驅動創造者理論
    Date: 2022-01-18
    Issue Date: 2022-07-14 00:24:14 (UTC+8)
    Publisher: 國立中央大學
    Abstract: 英語已成為國際上不可或缺的語言,因此教育部也將學習英語納入「十二年國民基本教育課程綱要」,並將其實行在各個不同的學習階段。而要將一門語言學習好最基本的就是學習詞彙,這是因為詞彙是語言組織與學習最基本的元素。除此之外,詞彙也是思想、情感和表達的主要媒介,而且人們可以透過詞彙來瞭解彼此要表達的意思。因此,學習英語詞彙至關重要,但是學習英語詞彙對於將英語作為第二外語學習的學習者來說是困難的。這是因為,傳統地紙本教學方式會讓學習者採用死背硬記的方式學習英語詞彙,這種學習方式不僅是被動的而且也會使學習者感到無聊,因此降低了學習者的學習興趣和成效。而且,還有可能會造成學習者對學習英語感到厭煩。為了解決這些問題,過去的研究發現,數位遊戲式學習不僅可以幫助學習者提升學習成效與學習動機。這是因為數位遊戲式學習中包含了許多媒體元素,而這些元素可以吸引學習者的注意力,因此,過去有許多研究將數位遊戲式學習與乏味地英語詞彙學習結合在一起,藉此達到學習的目標。也因為如此,本研究開發了一套基於興趣驅動創造者理論的數位英文單字學習平台,名為『英文單字樂園』(Vocabulary Paradise)來幫助國小學生學習英文單字。本研究在台中某國小對共 29 位國小學童進行實驗,經過資料分析後,研究結果顯示,不論是高先輩或者低先備學習者在使用英語單字樂園後的英文單字聽力方面皆有顯著地提升,然而對於低先備的學生而言,在聽力、英文單字連連看以及英語單字測驗卷的測驗總分皆有顯著的提升,相對於高先備學生在聽力有顯著進步之外,發現在連連看的部分系統對低先備學生也有幫助,經過曼威特寧 U 檢定也可以發現,高低先備者在進步分數上具備顯著差異,低先備者顯著的高於高先備者。除此之外,在問卷訪談的結果顯示,學習者們表明他們對於系統中所提供的排行榜與紙娃娃功能感到滿意。此研究對系統功能的質性研究以及對於使用系統前後的學習成效的量化分析結果,可供未來的研究者在進行數位遊戲式學習系統設計上,提供一個參考,以協助未來的實驗者提供一個設計實驗的方向。;English has become an indispensable language globally, so the Ministry of Education hasincluded the study of English in the "12-Year Basic Education Curriculum" and implemented itat all levels of learning. The most fundamental part of learning a language is vocabulary becausevocabulary is the essential element of language organization and education. In addition,vocabulary is the primary medium of thought, emotion, and expression, and it is also howpeople understand each other′s meanings. Therefore, learning English vocabulary is crucial, butlearning English vocabulary can be complex for learners learning English as a second foreignlanguage. This is because the traditional paper-based approach allows learners to learn Englishvocabulary by rote, which is passive and dull, thus reducing interest and effectiveness.Moreover, it may cause learners to become bored with learning English. To address these issues,past research has found that digital game-based learning helps learners be more effective andmotivated to learn. This is because digital game-based learning includes many media elementsthat capture learners′ attention. Therefore, many studies have combined digital game-basedknowledge with tedious English vocabulary learning to achieve learning goals. For this reason,this study developed a digital English vocabulary learning platform based on interest-drivencreator theory called Vocabulary Paradise to help elementary school students learn Englishvocabulary.This study was conducted in a Taichung elementary school with a total of 29 elementary schoolchildren. After analyzing the data, the study results showed that both high and low achieversshowed significant improvement in listening skills after using the English Vocabulary Paradise.In addition to the substantial improvement in listening skills, it was also found that the readingseries system was helpful to the low-prepared students. In addition, the results of thequestionnaire interviews showed that the learners were satisfied with the leaderboard and paperdoll features provided in the system. The qualitative study of the system functions and the iiiquantitative analysis of the learning outcomes before and after using the system can provide areference for future researchers in designing digital game-based learning systems and helpfuture experimenters offer a direction for their design experiments.Keywords: English vocabulary learning, digital game-based learning, interest-driven creatortheory
    Appears in Collections:[Graduate Institute of Network Learning Technology] Electronic Thesis & Dissertation

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