博碩士論文 108524009 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:19 、訪客IP:18.119.118.206
姓名 黃子馨(Tzu-Hsin Huang)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 探討擴展合作式多媒體認知理論和其對EFL聽力與口語能力之影響 - 結合動覺辨識和學習者設計內容之猜謎遊戲
(Investigating Extended Collaborative Cognitive Theory of Multimedia Learning and its effect on EFL Listening and Speaking - Guessing Game with Kinesthetic Recognition and Learner-Designed Contents)
相關論文
★ 同步表演機器人之建構與成效評估★ 探討國小學童使用電子書多媒體註記系統結合註記分享機制對其學習行為與時間之影響
★ 先備知識對註記式多媒體電子書的影響研究:從個別環境到分享環境★ Facilitating EFL speaking and writing with peer-tutoring and storytelling strategies in authentic learning context
★ An investigation into CKEL-supported EFL learning with TPR to reveal the importance of pronunciation and interactive sentence making★ Investigation of Facilitating Physics Learning using Ubiquitous-Physics APP with Learning Map and Discussion Board in Authentic Contexts
★ 智慧互動SmartVpen在真實情境對於英文學習之影響★ 利用合作虛擬化的網絡設計輔助計算機網路學習
★ 在真實情境中利用智慧機制提升國小學生之外語口說及對話能力之評估★ 探討在真實情境下教師回饋對學習認知與學習持續性之影響
★ 註釋、對話代理和協作概念圖支持大學生議論文寫作和後設認知的培養★ Developing and Validating the Questionnaire and Its Model for Sustainable and Scalable Authentic Contextual Learning Supported by Mobile Apps
★ 探討個人化、情境化及社會化的智慧機制 輔助真實情境國小幾何學習與其對學習成效之影響★ Investigation of smart mechanisms for authentic contextual learning with sensor and recognition technologies
★ 探討智慧回饋如何影響學習時眼動和觸控 操作的表現-以 Covid-19 快篩模擬為例★ 在真實情境下結合圖像與位置辨識促進英文寫作
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   至系統瀏覽論文 ( 永不開放)
摘要(中) 過去許多相關研究表明,在課程中結合動覺辨識機制以及遊戲式學習可以有效提升學習者的學習成效。因此,本研究以全肢體反應教學法(Total Physical Response, TPR)為基礎,並擴展合作式的多媒體認知理論 (Cognitive Theory of Multimedia Learning , CTML),以研究合作式CTML的學習方法對英語學習的影響。在這項研究中,開發了一款結合動覺元素的猜謎遊戲,學習者可以透過同伴或系統提供的提示猜測英文單字或片語,並且做出與該題目相關聯的動作,以讓學習者透過身體動作加深其對英語單字或片語的記憶力。而當學習者經歷了教師設計的猜謎遊戲內容後,學習者必須設計新的遊戲內容並應用在第二階段的猜謎遊戲中。在結果的分析上,這項研究探討了合作式學習與個人式學習在學習成效以及遊戲分數上的差異,並進一步調查影響學習成效的學習行為。根據結果表明,使用合作式學習的實驗組之學習成效及遊戲分數皆優於使用個人式學習的控制組,並且學習者閱讀的提示數量以及向同伴說的句子數量皆會對其學習成效產生正面的影響。這意指著結合動覺辨識機制的合作及遊戲式學習可以有效幫助學習者的英語學習,並且學習者與同伴的互動行為是促進學習過程中很關鍵的因素。此外,控制組在第一階段與第二階段的遊戲成績上存在顯著差異,而實驗組雖在兩個階段中無顯著差異,但根據學習者的反饋表明在第二階段中由學習者設計的學習內容可以提升他們的學習動機與參與度,並且使他們更積極的投入在學習過程中。
摘要(英) Many related studies in the past have shown that combined kinesthetic recognition mechanisms and game-based learning in the curriculum could effectively facilitate learners’ learning achievement. Therefore, this study was based on the Total Physical Response (TPR) method and the extended version of the collaborative Cognitive Theory of Multimedia Learning (CTML) to investigate the impact of CTML learning methods on learners’ English learning. In this study, a guessing game combined kinesthetic mechanism was developed. Learners were asked to guess English vocabulary or phrases through the hints provided by their peers or systems, and imitate the gestures that corresponded to the vocabulary or phrases. It could allow learners to improve their English memorization of vocabulary or phrases. Moreover, learners were asked to design the guessing game learning contents after they experienced the guessing games with teacher-designed contents, and the learner-designed contents were provided to the guessing games in Stage 2. Furthermore, the differences between collaborative learning and individual learning in learning achievement and guessing game performance were analyzed and discussed, and further investigated which learning behaviors affected the learning achievement. According to the results, the experimental group which used collaborative learning performed better than the control group which used individual learning, and the number of hints that learners read and the number of sentences they spoke both positively affected their learning achievement. It was believed that collaborative game-based learning with kinesthetic mechanisms could improve learners′ English learning achievement, and learners’ interaction behaviors was the critical elements in the learning process. Furthermore, the control group had significant differences in the guessing game performance of Stage 1 and Stage 2; on the contrary, the experimental group had no significant difference, but the learners’ feedback revealed that the learner-designed learning contents of Stage 2 could improve their learning motivation and participation, and support them more engage in the learning process.
關鍵字(中) ★ 動覺元素
★ 遊戲式學習
★ 全肢體反應教學法
★ 多媒體認知理論
★ 英語學習
★ 學習者設計之遊戲教材
★ 合作式學習
關鍵字(英) ★ kinesthetic recognition mechanism
★ game-based learning
★ Total Physical Response
★ Cognitive Theory of Multimedia Learning
★ English learning
★ learner-designed contents
★ collaborative learning
論文目次 中文摘要 i
Abstract ii
List of Contents iv
List of Figures vi
List of Tables vii
Chapter 1 Introduction 1
1.1 Research Background and Motivation 1
1.2 Research Questions 4
1.3 Definition of Terms 4
Chapter 2 Literature Review 5
2.1 Extended Cognitive Theory of Multimedia Learning (CTML) 5
2.2 Total Physical Response (TPR) 9
2.3 Kinesthetic Technology with TPR 10
2.4 Collaborative Game-Based Learning for EFL Learners 11
2.5 Learner Designed Game-Based Learning Contents 14
2.6 Machine Learning Enhance Gesture Recognition Accuracy 15
Chapter 3 System Design and Implementation 18
3.1 System Design 18
3.2 Learning Activity Module 19
3.2.1 Vocabulary / Phrase / Sentence Guessing Game 20
3.2.2 Collaborative / Individual Guessing Game 21
3.2.3 Learning Stages with Different Learning Contents 23
3.3 Kinesthetic Recognition Mechanism 25
3.3.1 Gesture Recognition with Machine Learning 26
3.3.2 Gesture Recognition with Heuristic-Based Algorithm 30
3.3.3 Once Speech Recognition 30
3.3.4 Continuous Speech Recognition 31
Chapter 4 Methodology 32
4.1 Research Framework 32
4.1.1 Control Variable 33
4.1.2 Independent Variable 33
4.1.3 Dependent Variable 33
4.2 Research Participants and Learning Material 34
4.3 Experimental Flow 36
4.4 Research Tool 38
4.5 Data Collection and Processing 42
Chapter 5 Results and Discussion 43
5.1 Analysis of Learning Achievement 43
5.1.1 Learning Achievement between Groups 43
5.1.2 Comparison of Achievement in Post-test Sections between Groups 44
5.1.3 Comparison of Each Stage and Category Guessing Game Performance between Groups 46
5.1.4 Comparison of Each Group Guessing Game Performance between Stages 49
5.2 Relationship of Learning Behavior and Learning Achievement 51
5.3 Prediction of Dependent Variables to Learning Achievement 54
5.4 Learners’ Perceptions of the Guessing Game with the System 55
5.4.1 TAM - Learners’ Perceptions Toward the System 55
5.4.2 Motivational Questionnaire (ARCS) - Learners Attitudes Toward Learning Activities 61
Chapter 6 Conclusion and Suggestions 66
6.1 Conclusion 66
6.2 Suggestions 68
Reference 70
Appendix A: Pre-Test 76
Appendix B: Post-Test 80
Appendix C: TAM Questionnaire 84
Appendix D: ARCS Questionnaire 86
Appendix E: Interview Question 88
參考文獻 Amini, A., Banitsas, K., & Cosmas, J. (2016). A comparison between heuristic and machine learning techniques in fall detection using Kinect v2. In 2016 IEEE International Symposium on Medical Measurements and Applications (MeMeA) (pp. 1-6). IEEE.
Asher, J. J. (1966). The Learning Strategy of the Total Physical Response: A Review. The modern language journal, 50(2), 79-84.
Asher, J. J. (1977). Learning another language through actions: The complete teacher′s guidebook. Los Gatos, CA: Sky Oaks.
Asher, J. J. (1984). Learning another language through actions. Los Gatos, CA: Sky Oaks Productions.
Ballester Ripoll, M. (2017). Gesture recognition using a depth sensor and machine learning techniques. (Doctoral dissertation, Universitat Politècnica de València).
Benalcázar, M. E., Jaramillo, A. G., Zea, A., Páez, A., & Andaluz, V. H. (2017). Hand gesture recognition using machine learning and the Myo armband. In 2017 25th European Signal Processing Conference (EUSIPCO) (pp. 1040-1044). IEEE.
Bhattacharya, S., Czejdo, B., & Perez, N. (2012). Gesture classification with machine learning using kinect sensor data. In 2012 Third International Conference on Emerging Applications of Information Technology (pp. 348-351). IEEE.
Brown, H., Iyobe, B., & Riley, P. (2013). An evaluation of the use of student-generated materials. The Language Teacher, 37(3), 3-10.
Cameron, L. (2011). Teaching languages to young learners. Ernst Klett Sprachen.
Celestino, W. J. (1993). Total physical response: Commands, not control. 76(4), 902-903.
Chao, K. J., Huang, H. W., Fang, W. C., & Chen, N. S. (2013). Embodied play to learn: Exploring K inect‐facilitated memory performance.
Chen, C. M., & Chung, C. J. (2008). Personalized mobile English vocabulary learning system based on item response theory and learning memory cycle. Computers & Education,, 51(2), 624-645.
Cohen, M., & Riel, M. (1989). The effect of distant audiences on students’ writing. American Educational Research Journal, 26(2), 143-159.
Craik, F. I., & Lockhart, R. S. (1972). Levels of processing: A framework for memory research. Journal of verbal learning and verbal behavior, 11(6), 671-684.
Darsih, E. (2018). Learner-centered teaching: What makes it effective. Indonesian EFL Journal, 4(1), 33-42.
De Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & education, 46(3), 249-264.
DeHaan, J. W. (2005). Acquisition of Japanese as a foreign language through a baseball video game. Foreign Language Annals, 38(2), 278-282.
DeHaan, J., Reed, W. M., & Kuwanda, K. (2010). The effect of interactivity with a music video game on second language vocabulary recall. Language Learning & Technology, 14(2), 74-94.
Deng, Y., & Huang, Z. (2014). A multi-server approach for large scale collaborative game-based learning. In International Conference on Web-Based Learning (pp. 87-97). Springer, Cham.
Deubel, P. (2006). Game on! The Journal, 33(6).
Dickey, M. D. (2011). Murder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment. British journal of educational technology, 42(3), 456-469.
Dourda, K., Bratitsis, T., Griva, E., & Papadopoulou, P. (2014). Content and language integrated learning through an online game in primary school: A case study. Electronic Journal of e-Learning, 12(3), 243-258.
Ebner, M., & Holzinger, A. (2017). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers & education, 49(3), 873-890.
Foko, T., & Amory, A. (2008, June). Social constructivism in games based learning in the South African context. In EdMedia+ Innovate Learning (pp. 5757-5764). Association for the Advancement of Computing in Education (AACE).
Frick, H., Birt, J., & Waters, J. (2020). Enhancing student engagement in large management accounting lectures. Accounting & Finance, 60(1), 271-298.
Gay, L. R. (1992). Educational research: Competencies for analysis and application. New York: Macmillan.
Gibbs Jr, R. W. (2005). Embodiment and cognitive science. Cambridge University Press.
Griffiths, M. D. (2003). Videogames: Advice for parents and teachers. Education and Health, 21(3), 48-49.
Herz, J. (2001). Gaming the system: What higher education can learn from multiplayer online worlds. EDUCAUSE Publications from the Internet and the University Forum.
Hostetter, A. B., & Alibali, M. W. (2008). Visible embodiment: Gestures as simulated action. Psychonomic bulletin & review, 15(3), 495-514.
Hsu, C. C., & Wang, T. I. (2018). Applying game mechanics and student-generated questions to an online puzzle-based game learning system to promote algorithmic thinking skills. Computers & Education, 121, 73-88.
Hsu, C. F., Chen, C. M., & Cao, D. (2017). Effects of design factors of game-based English vocabulary learning APP on learning performance, sustained attention, emotional state, and memory retention. In 2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI) (pp. 661-666). IEEE.
Huang, W. H., Huang, W. Y., & Tschopp, J. (2010). Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing. Computers & Education, 55(2), 789-797.
Hudd, S. S. (2003). Syllabus under construction: Involving students in the creation of class assignments. Teaching sociology, 195-202.
Hwang, W. Y., & Chen, H. S. (2013). Users’ familiar situational contexts facilitate the practice of EFL in elementary schools with mobile devices. Computer assisted language learning, 26(2), 101-125.
Hwang, W. Y., & Hu, S. S. (2013). Analysis of peer learning behaviors using multiple representations in virtual reality and their impacts on geometry problem solving. Computers & Education, 62, 308-319.
Hwang, W. Y., Huang, Y. M., Shadiev, R., Wu, S. Y., & Chen, S. L. (2014). Effects of using mobile devices on English listening diversity and speaking for EFL elementary students. Australasian journal of educational technology, 30(5).
Hwang, W. Y., Manabe, K., Cai, D. J., & Ma, Z. H. (2020). Collaborative kinesthetic English learning with recognition technology. Journal of Educational Computing Research, 58(5), 946-977.
Islamiati, R. (2019). The English Enviroment Role in Developing Students′ English Speaking Ability (A Case Study at Ushuluddin Islamic Boarding School Belambangan, Penengahan Lampung Selatan in Academic Year of 2018/2019). UIN Raden Intan Lampung.
Johnson, R. T., & Johnson, D. W. (1985). Student-student interaction: Ignored but powerful. Journal of teacher education, 36(4), 22-26.
Kiron, N., Adaji, I., Long, J., & Vassileva, J. (2020). Engaging Students in a Peer-Quizzing Game to Encourage Active Learning and Building a Student-Generated Question Bank. Electronic Journal of e-Learning, 18(3), 235-247.
Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning.
Kozhevnikova, E. (2014). Exposing students to authentic materials as a way to increase students’ language proficiency and cultural awareness. Procedia-Social and Behavioral Sciences, 116, 4462-4466.
Kuo, F. R., Hsu, C. C., Fang, W. C., & Chen, N. S. (2014). The effects of Embodiment-based TPR approach on student English vocabulary learning achievement, retention and acceptance. Journal of King Saud University-Computer and Information Sciences, 26(1), 63-70.
Laal, M., & Ghodsi, S. M. (2012). Benefits of collaborative learning. Procedia-social and behavioral sciences, 31, 486-490.
Lam, R. (2014). Can student-generated test materials support learning. Studies in Educational Evaluation, 43, 95-108.
Liu, H., & Wang, L. (2018). Gesture recognition for human-robot collaboration: A review. International Journal of Industrial Ergonomics, 68, 355-367.
Lu, H. M., Lou, S. J., Papa, C., & Chung, C. C. (2011). Study on influence of adventure game on English reading confidence, motive and self-efficacy. In International Conference on Technologies for E-Learning and Digital Entertainment (pp. 430-434). Springer.
Mühren, A., & ODE, M. (2003). Total Physical Response (TPR): An effective language learning method at beginner/intermediate levels. Home. planet. nl/~ mhren000/tpr/primer_tpr. pdf.
Masood, K. M., & Qadomi, H. A. (2020). Investigating Students′ Attitudes Towards Listening and Speaking in the English Classroom at Al Istiqlal University: an Action Research. International Journal on Integrated Education, 3(8), 70-76.
Mayer, R., & Mayer, R. E. (2005). The Cambridge handbook of multimedia learning. Cambridge university press.
Mays, B. R., Yeh, H. C., & Chen, N. S. (2020). The Effects of Using Audience Response Systems Incorporating Student-Generated Questions on EFL Students’ Reading Comprehension. The Asia-Pacific Education Researcher, 1-14.
Mikropoulos, T. A., & Natsis, A. (2011). Educational virtual environments: A ten-year review of empirical research (1999–2009). Computers & Education, 56(3), 769-780.
Milton, J., Jonsen, S., Hirst, S., & Lindenburn, S. (2012). Foreign language vocabulary development through activities in an online 3D environment. The Language Learning Journal, 40(1), 99-112.
Nugrahaningsih, N. (2007). The use of TPR method in English preposition teaching. Semarang State University, Semarang.
Oxford, R. (1990). Language learning strategies. New York, 3.
Panitz, T. (1996). A definition of collaborative vs cooperative learning.
Panitz, T. (1999). The motivational benefits of cooperative learning. New directions for teaching and learning, 78, 59-67.
Pinter, A. (2017). Teaching young language learners. Oxford University Press.
Quinn, P. (2006). Cooperative learning and student motivation.
Ramirez-Velarde, R., Perez-Cazares, R., Alexandrov, N., & Garcia-Rueda, J. J. (2014). Education 2.0: Student generated learning materials through collaborative work. Procedia Computer Science, 29, 1835-1845.
Ranalli, J. (2008). Learning English with The Sims: exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21(5), 441-455.
Rao, P. S. (2019). The role of English as a global language. Research Journal of English, 4(1), 65-79.
Redd-Boyd, T. M., & Slater, W. H. (1989). The effects of audience specification on undergraduates′ attitudes, strategies, and writing. Research in the Teaching of English, 77-108.
Romero, M., Usart, M., Ott, M., Earp, J., de Freitas, S., & Arnab, S. (2012). Learning through playing for or against each other? Promoting collaborative learning in digital game based learning.
Rosenshine, B., Meister, C., & Chapman, S. (1996). Teaching students to generate questions: A review of the intervention studies. Review of educational research, 66(2), 181-221.
Sakka, W., Aswad, M., & Fajriani, F. (2018). Enhancement of English Student Learning Results through Total Physical Response (TPR) Method. Eduvelop, 1(2), 86-95.
Scardamalia, M., & Bereiter, C. (2014). Knowledge builgind and knowledge creation: Theory, pedagogy and technology. In The cambridge handbook of the learning sciences (pp. 397-417).
Shahriarpour, N. (2014). On the effect of playing digital games on Iranian intermediate EFL learners’ motivation toward learning English vocabularies. Procedia-Social and Behavioral Sciences, 98, 1738-1743.
Sharma, H. K., Kumar, P., Ahlawat, P., Parashar, N., Soni, R., & Manchanda, Y. (2020). DEEP LEARNING BASED ACCURATE HAND GESTURE RECOGNITION USING ENHANCED CNN MODEL. Journal of Critical Reviews, 7(18), 676-687.
Shih, J. L., Shih, B. J., Shih, C. C., Su, H. Y., & Chuang, C. W. (2010). The influence of collaboration styles to children’s cognitive performance in digital problem-solving game “William Adventure”: A comparative case study. Computers & Education, 55(3), 982-993.
Slavin, R. E. (1984). Students motivating students to excel: Cooperative incentives, cooperative tasks, and student achievement. The Elementary School Journal, 85(1), 53-63.
Sung, H. Y., & Hwang, G. J. (2013). A collaborative game-based learning approach to improving students′ learning performance in science courses. Computers & education, 63, 43-51.
Tellier, M. (2008). The effect of gestures on second language memorisation by young children. Gesture, 8(2), 219-235.
Tiantong, M., & Teemuangsai, S. (2013). Student Team Achievement Divisions (STAD) Technique through the Moodle to Enhance Learning Achievement. International Education Studies, 6(4), 85-92.
Wang, F., Hwang, W. Y., Li, Y. H., Chen, P. T., & Manabe, K. (2019). Collaborative kinesthetic EFL learning with collaborative total physical response. 32(7), 745-783.
Wang, L. C., & Chen, M. P. (2010). The effects of game strategy and preference‐matching on flow experience and programming performance in game‐based learning. Innovations in Education and Teaching International, 47(1), 39-52.
Ward Sr, M. (2009). Squaring the learning circle: Cross-classroom collaborations and the impact of audience on student outcomes in professional writing. Journal of Business and Technical Communication, 23(1), 61-82. (Wu, Marek, & Chen, 2013)
Widodo, H. P. (2005). Teaching children using a total physical response (TPR) method: Rethinking. Bahasa dan seni, 33(2), 235-248.
Wilson, M. (2002). Six views of embodied cognition. Psychonomic bulletin & review, 9(4), 625-636.
Wu, W. C. V., Marek, M., & Chen, N. S. (2013). Assessing cultural awareness and linguistic competency of EFL learners in a CMC-based active learning context. System, 41(3), 515-528.
Yang, Y. T. (2015). Virtual CEOs: A blended approach to digital gaming for enhancing higher order thinking and academic achievement among vocational high school students. Computers & Education, 81, 281-295.
Yang, Y., Leung, H., Shum, H. P., Li, J., Zeng, L., Aslam, N., & Pan, Z. (2017). Ccesk: A chinese character educational system based on kinect. IEEE Transactions on Learning Technologies, 11(3), 342-347.
Yu, F. Y., & Chen, Y. J. (2014). Effects of student‐generated questions as the source of online drill‐and‐practice activities on learning. British Journal of Educational Technology, 45(2), 316-329.
Yuliani, S. (2017). Teaching english vocabulary by using guessing game to the fifth grade students 117 Palembang. English Community Journal, 1(2), 123-129.
Yun, J. (2011). The effects of hypertext glosses on L2 vocabulary acquisition: A meta-analysis. Computer Assisted Language Learning, 24(1), 39-58.
指導教授 黃武元(Wu-Yuin Hwang) 審核日期 2021-7-5
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明