博碩士論文 108524605 完整後設資料紀錄

DC 欄位 語言
DC.contributor網路學習科技研究所zh_TW
DC.creator蘇可娜zh_TW
DC.creatorNiluh Putu Puri Palupi Sukenasaen_US
dc.date.accessioned2020-7-28T07:39:07Z
dc.date.available2020-7-28T07:39:07Z
dc.date.issued2020
dc.identifier.urihttp://ir.lib.ncu.edu.tw:88/thesis/view_etd.asp?URN=108524605
dc.contributor.department網路學習科技研究所zh_TW
DC.description國立中央大學zh_TW
DC.descriptionNational Central Universityen_US
dc.description.abstract有教育目的的遊戲與科技使用是增強學習動機的適當方法。因此,本論文提出一種以科技為媒介的版圖遊戲及其相關課程以吸引印尼的兒童學習者學習英語詞彙。本研究調查兒童學習者的英語詞彙學習表現和學習動機,以作為在課程中使用科技融入版圖遊戲的教學成效。研究中收集質性和量化數據,以印尼一所城市和一所農村小學的一年級和二年級學生為教學對象,並收集教師在教學中對使用資訊、溝通和科技的看法。研究方法以前測、後測、課堂觀察,以及Keller的ARCS模式進行教師知覺問卷調查,並以教師訪談,以分析以科技融入版圖遊戲對學習英語詞彙的有效性。 主要研究發現科技融入版圖遊戲可以提高學生的英語詞彙學習成績,並且刺激兒童學習者之學習動機。該遊戲可以使學生積極參與社交互動和情感活動;另一方面,該遊戲可以促進學生在日常生活中遇到的園藝概念。此外,本研究亦討論教師在教學活動中使用資訊、交流和科技的知覺和實施的困難。這些研究發現,科技融入版圖遊戲可成為印尼兒童學習者學習英語詞彙的有效途徑。zh_TW
dc.description.abstractThe use of games and technology for educational purposes can be an appropriate method in enhancing learning motivation. Therefore, this thesis presents a technology-mediated board game and its related course to engage young learners in Indonesia for learning English vocabulary. The study investigated young learners’ vocabulary learning performance and learning motivation as the learning effectiveness of using technology-mediated board game in the course. Both qualitative and quantitative data were collected to identify the learning effectiveness of the first-grade and second-grade students in one urban and one rural primary school in Indonesia, and the teachers’ perception toward the information, communication, and technology in the teaching and learning activities in Indonesia. The pretest, posttest, classroom observation, Keller’s ARCS model, teachers’ perception questionnaire and teachers’ interviews were conducted to analyze the effectiveness of technology-mediated board game for learning English vocabulary. The main finding indicated that technology-mediated board game could improve students’ English vocabulary learning achievement. Moreover, the use of technology-mediated board game encouraged young learners to have strong learning motivation. The game could engage students in positive social interaction and emotion. On the other hands, the game could promote students to have a concept in gardening that can be encounter in their daily life. Additionally, this study also discussed the teachers’ awareness and difficulties of implementation toward the use of information, communication, and technology in teaching and learning activities. These findings imply that technology-mediated board game become an effective way in teaching English vocabulary to young learners in Indonesia.en_US
DC.subject科技融入版圖遊戲zh_TW
DC.subject學習成效zh_TW
DC.subject英語詞彙zh_TW
DC.subject動機zh_TW
DC.subject情境學習zh_TW
DC.subjectTechnology-mediated board gameen_US
DC.subjectlearning achievementen_US
DC.subjectEnglish vocabularyen_US
DC.subjectmotivationen_US
DC.subjectsituated learningen_US
DC.title科技輔助版圖遊戲增進印尼兒童英語詞彙學習 之成效研究zh_TW
dc.language.isozh-TWzh-TW
DC.titleThe Effectiveness of Using Technology-Mediated Board Game on Young Learners in Indonesia to Improve English Vocabularyen_US
DC.type博碩士論文zh_TW
DC.typethesisen_US
DC.publisherNational Central Universityen_US

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