博碩士論文 108524607 詳細資訊




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姓名 賴荷妤(Rahayu Setyowati)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 探討英語閱讀遊戲對印尼高中英語學習者的影響
(EXPLORING THE EFFECT OF ENGLISH READING GAME FOR SENIOR HIGH SCHOOL EFL STUDENTS IN INDONESIA)
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摘要(中) 數位遊戲式學習是一種支援學習過程的工具,因為它具有實現學習目標的教育原則
和目的。數位遊戲式學習為學生提供了新的學習體驗和刺激。本研究旨在調查和探討使
用閱讀遊戲式學習在 EFL 課堂上(尤其是對高中生)的學習經驗和學習成效。
有 25 名來自 PIRI 日惹高中的學生被選為研究對象。在這項研究中,探討了學習經
驗和遊戲式學習(成就、挑戰、引導、沉浸、趣味和娛樂),學習成效以及學生對閱讀
遊戲的看法。本研究使用混合方法作為研究方法。訪談的目的是探討學生對閱讀遊戲式
學習的看法。研究結果表明,學生在遊戲中沒有顯著的學習經驗,但學生擁有正向的看
法,且學習成效有所增加。
摘要(英) Digital game-based learning is a tool to support the learning process since it has educational
principles and purposes to achieve the goal of learning. Digital game-based learning gives the
students a new experience and stimulus of learning. The present study aimed to investigate and
explore the effectiveness of learning experience and learning outcomes using Reading GameBased Learning for EFL classroom, especially for senior high school students.
There were 25 students of senior high school PIRI Yogyakarta selected to be the
participants of the study. In this study, the learning experience and game-based learning
(accomplishment, challenge, guided, immersion, playfulness, and enjoyment), the learning
outcomes, and the students′ perceptions about the reading game were investigated. This study
used a mixed-method as a research methodology. The interview was conducted to explore the
students′ perceptions about reading game-based learning. The result showed that there was no
significance between the students′ experience with the game, but the students had a positive
perceptions and the learning outcomes increased.
關鍵字(中) ★ 數位遊戲式學習
★ 學習經驗
★ 學習成效
★ 英語學習
★ 閱讀技巧
關鍵字(英) ★ Digital game-based learning
★ learning experiences
★ learning outcomes
★ EFL
★ reading skill
論文目次 中文摘要 v
Abstract vi
Acknowledgments vii
Table of Contents viii
List of Figure x
List of Table xi
List of Appendices xii
CHAPTER I INTRODUCTION 1
1-2 Research Questions 4
1-3 Structure of the Study 4
CHAPTER II LITERATURE REVIEW 6
2-1 Definition of Digital Game-Based Learning 6
2-2 Learning Experiences of Digital Game Based Learning.
2-3 Learning Motivation 10
2-3-2 Motivation on English Foreign Language 11
2-4 Reading Skill on EFL 12
2-4-1 Reading Recount Text 13
CHAPTER III METHODOLOGY 15
3-1 Research Participants 15
3-2 Research Design and Procedure 15
3-2-1 Design and System of Reading Game 16
3-3 Instruments, Data Collections, and Data Analysis 22
3-3-1 Pre-Test and Post-Test 22
3-3-2 Questionnaire 23
3-3-3 Interview 25
3-4 Validity and Reliability 26
CHAPTER IV RESULTS AND DISCUSSION 28
4-1 Learning Experience of Reading Game 28
4-2 Reading Game on the Learning Outcome 31
4-3 Students’ Perception of Reading Game. 32
4-4 Discussion 36
CHAPTER V CONCLUSION AND SUGGESTION 39
5-1 Conclusion 39
5-2 Limitations and Suggestions. 40
REFERENCES 41
APPENDICES 45
Walt Disney 51
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指導教授 楊接期 Sugito(Yang, Jie-Chi Sugito) 審核日期 2020-8-20
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