博碩士論文 106584602 詳細資訊




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姓名 真鍋均之介(Kinnosuke Manabe)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱
(The Effect of Collaborative Kinesthetic Mechanisms to Enhance English Learning of Vocational High School Students in Taiwan)
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摘要(中) 以學生為中心的教學法已於各種教學情境中加以實施,新興科技的發展則為現今人類社會與教學方法增添變化。許多研究者運用最新科技提出學習者協作的想法,以提升學習成果。事實上,過去有非常多研究比較運用科技與不使用科技在學習上的差異。在第二外語習得與學習領域,過去研究已融入諸如虛擬實境、擴增實境、翻轉教學等創新教學方式。James Asher於1966年提出的肢體反應教學法(Total Physical Response, TPR)則為一經典且值得一試的教學法,此認知語言教學/學習法涉及學習者的肢體動作,簡言之,學習者透過肢體動作以強化知識吸收。然而,若沒有扎實的理論基礎,一切將流於空談。因此,本研究結合Richard Mayer於2005年提出的多媒體學習認知理論(Cognitive Theory of Multimedia Learning, CTML),並以Microsoft Kinect作為動作感應辨識裝置。
本研究整合上述概念與工具,包含合作學習、TPR、CTML、與Microsoft Kinect,以促進臺灣高職學生英語學習。遵循上述概念的原則,研究者開發實用且簡單好用的學習系統,並於中壢區一所高職進行三項體感式英語學習實驗。在第一個實驗(E1)中,研究者開發合作式體感英語學習系統(collaborative kinesthetic English learning, CKEL-R),第二個實驗則使用更新後的系統(CKEL-T),最後,第三個實驗則使用合作式體感猜測遊戲(collaborative kinesthetic guessing game, CKGG)。實驗結果令人非常滿意,在E1中,TPR的應用有助於單字學習,具體而言,方向介系詞(directional preposition, DP)在學習中扮演重要角色。在E2中,CKEL-T在單字理解、造句、與手勢記憶等方面發揮重要作用,顯示合作式TPR有助於體感式英語學習。最後,在E3中,CKGG有助於英語單字與片語學習,而且在第二階段讓學習者使用自己設計的學習教材被視為有意義的學習活動,在互動式學習環境中使用此類教材大大提升學習者參與度以及學習動機。整體而言,三個實驗的結果顯示合作式體感英語學習在英語學習上扮演重要角色。研究者相信本研究設計與結果有助於第二語言學習領域探究。
摘要(英) A variety of student-centered pedagogies have been considered and implemented in a wide range of educational contexts. Development of emerging technology has brought dizzying changes to today’s human society as well as teaching methods / learning instructions. Many researchers took advantage of cutting-edge technology and came up with an idea of learner collaboration that maximizes learner outputs. In fact, a tremendous number of past studies has compared one group learned with technological support in a collaborative manner and another group learned without technological support in an individual manner.
In the field of second language (L2) learning and acquisition, innovative ideas and approach, such as virtual reality (VR), augmented reality (AR), flip teaching / flipped classroom have been introduced to the field. As one of the approaches, there is a classic but worth-trying language learning method advocated by James Asher in 1966, which is widely acknowledged as total physical response (TPR). As its name suggests, this is a cognitive language teaching / learning approach that refers to physical movements of learners. In short, it can be expected that learners absorb knowledge by moving their bodies and pronouncing words. However, without a firm theoretical background, it is nothing. Therefore, the researcher came to consider combing cognitive theory of multimedia learning (CTML) that was first proposed by an American psychologist, Richard Mayer in 2005. Moreover, Microsoft Kinect was employed as a motion-sensing recognition device.
In this research, the researcher combined aforementioned concepts and tool: (1) collaborative learning, (2) TPR, (3) CTML, and (4) Microsoft Kinect to facilitate English learning of Taiwanese vocational high school students. Following principles of those concepts, the researcher developed learning systems with useful and user-friendly functions. This research consists of the three experimental studies on kinesthetic English learning conducted at the same high school in Zhongli, Taiwan. The three proposed systems were designed according to the purpose(s) of the experiments. In the first experiment (E1), the researcher developed a system, collaborative kinesthetic English learning (CKEL-R), in the second experiment (E2), an updated version of CKEL-R, collaborative kinesthetic English learning (CKEL-T) was developed, and finally, collaborative kinesthetic guessing games (CKGG) was newly developed in the third experiment (E3). The experimental results of those were more than satisfying. To briefly summarize important findings of each study: in E1, it can be understood that the application of TPR to language learning is certainly effective to enhance their vocabulary learning. More specifically, among many kinds of speeches (verbs, nouns, adjectives, and etc), it was revealed that directional prepositions (DPs) played a significant role in learning. In E2, what can be learnt from the experimental result is that CKEL-T played an important role in vocabulary understanding, sentence making, and gesture memorization. This study proved that collaborative TPR has potential to support kinesthetic English learning. To be more specific, learner game scores and speaking accuracy. Finally, in E3, the guessing games with kinesthetic system introduced to this study facilitated English vocabulary / phrase learning in efficiently. Moreover, learner-centered pedagogy, that allowed learners to use their own-designed learning materials implemented in Stage 2 (one of the two provided learning stages) was considered a meaningful learning instruction. Using and taking advantage of such materials in a stimulus and interactive learning environment certainly enhance learner participation and motivation. Overall, the statistical results of each experimental study revealed that collaborative kinesthetic English learning played a significant role in English learning of participants. The researcher is confident that this research that casts a stone to the field of L2 learning.
關鍵字(中) ★ 多媒體認知理論
★ 合作式學習
★ EFL學習
★ 體感學習
★ Microsoft Kinect
★ 全肢體反應教學法
關鍵字(英) ★ Cognitive theory of multimedia learning
★ Collaborative learning
★ EFL learning
★ Kinesthetic learning
★ Microsoft Kinect
★ Total Physical Response
論文目次 CHAPTER ONE. INTRODUCTION

1.1 Background of the study 1
1.2 Purpose of the study 2
1.3 Research rationale 3
1.4 Theoretical Framework 4
1.4.1 Cognitive theory of multimedia learning (CTML) 4
1.4.2 Cognitive science and embodiment theory 8

CHAPTER TWO. REVIEW OF THE LITERTURE

2.1 Learning style 10
2.1.1 Perceptual learning style preference questionnaire (PLSPQ) 10
2.1.2 The VARK model 10
2.2 Embodied learning 11
2.3 Embodied cognition and education 12
2.4 Cognitive theory of multimedia learning (CTML) 13
2.5 Total physical response (TPR) 15
2.6 Kinesthetic language learning strategies 16
2.7 Effectiveness of gestures and pedagogical agents 17

CHAPTER THREE. METHODOLOGY

3.1 The first experiment (E1) 20
3.1.1 Research questions 20
3.1.2 Participants of the study 20
3.1.3 Research tools and instruments 20
3.1.4 Experimental procedure 21
3.1.5 Learning activities 23
3.1.6 Research variables 28
3.2 The second experiment (E2) 29
3.2.1 Research questions 29
3.2.2 Participants of the study 30
3.2.3 Research tools and instruments 30
3.2.4 Experimental procedure 32
3.2.5 Learning activities 34
3.2.6 Research variables 37
3.3 The third experiment (E3) 39
3.3.1 Research question 39
3.3.2 Participants of the study 40
3.3.3 Research tools and instruments 40
3.3.4 Experimental procedure 41
3.3.5 Learning activity design 43
3.3.6 Research variables 47

CHAPTER FOUR. RESULTS AND DISCUSSION

4.1 The experimental results of E1 50
4.1.1 Learning achievement analysis 50
4.1.2 Vocabulary analysis 51
4.1.3 Relationship of post-test and system usage 52
4.1.4 Learning achievement prediction 53
4.1.5 Summary of the experimental results and research questions 54
4.2 The experimental results of E2 54
4.2.1 Learning achievement analysis 54
4.2.2 Game performance and speaking accuracy comparison of each activity between the groups 57
4.2.3 Relationship of learning behavior and activity performance with learning achievement 59
4.2.4 Vocabulary type analysis 62
4.2.5 Learner perception towards the proposed system and learning activities 63
4.2.6 Summary of the experimental results and research questions 68
4.3 The experimental results of E3 69
4.3.1 Learning achievement analysis 69
4.3.2 Guessing game score between the groups 70
4.3.3 Stage effect and guessing game score between the groups 72
4.3.4 Relationship between learning behavior and learning achievement 74
4.3.5 Dependent variable and learning achievement prediction 76
4.3.6 Learner perception towards the proposed system and learning activities 76
4.3.7 Summary of the experimental results and research questions 82


CHAPTER FIVE. CONCLUSION,
FINAL THOUGHTS AND FUTURE STUDIES

5.1 Conclusion of E1 83
5.2 Conclusion of E2 83
5.3 Conclusion of E3 85
5.4 Final thoughts and future studies 86

REFERENCES

Reference list 87

APPENDICES

Appendix A. Vocabulary used in kinesthetic English learning of E1 (motion mimic) 99
Appendix B. Vocabulary used in kinesthetic English learning of E1 (object recognition) 99
Appendix C. Vocabulary used in kinesthetic English learning of E2 (motion mimic) 100
Appendix D. Vocabulary used in kinesthetic English learning of E2 (object recognition) 101
Appendix E. Vocabulary used in kinesthetic English learning of E3 (Stage 1) 101
Appendix F. The five-point evaluation rubric 102

LIST OF TABLES

Table 1. VARK modalities 11
Table 2. Recent studies on gestures (Schneider et al., 2022) 18

[E1]

Table 3. Pre-test and post-test result analysis 50
Table 4. Correlation analysis between the number of correct answers and post-test results 51
Table 5. Independent sample t-test for different types of vocabulary 52
Table 6. Correlation analysis between post-test and system usage 52
Table 7. Stepwise regression analysis to predict post-test results 53

[E2]

Table 8. Pre-test and post-test result analysis 55
Table 9. Comparison of scores of post-test sections between the groups 57
Table 10. Game performance and speaking accuracy comparison of each activity between the groups 58
Table 11. Performance comparison of each activity between the groups 59
Table 12. Correlation analysis of learning behavior and learning achievement 60
Table 13. Correlation analysis of activity performance and learning achievement 61
Table 14. The statistic result of vocabulary use and types 62
Table 15. Technology acceptance model (TAM) 63
Table 16. Motivational questionnaire (ARCS) 67

[E3]

Table 17. Pre-test and post-test result analysis 69
Table 18. Oral-test section analysis 70
Table 19. Guessing game performance and game category 71
Table 20. Guessing game performance and game category in each stage 72
Table 21. Comparison of game performance in each game 73
Table 22. Correlation analysis of learning behavior and learning achievement 75
Table 23. Dependent variable and learning achievement prediction 76
Table 24. Technology acceptance model (TAM) 77
Table 25. Motivational questionnaire (ARCS) 79

LIST OF FIGURES

Figure 1. The original model of CTML 5
Figure 2. The extended model of CTML (E1) 5
Figure 3. The extended model of CTML (E2) 6
Figure 4. The extended individual model of CTML 6
Figure 5. The extended collaborative model of CTML 8
Figure 6. System diagram of CKEL-R (E1) 21
Figure 7. Experimental procedure of E1 23
Figure 8. Learner screen of peers vocabulary learning (1/3) 24
Figure 9. Learner screen of peers vocabulary learning (2/3) 24
Figure 10. Learner screen of peers vocabulary learning (3/3) 24
Figure 11. Provided learner screen of peers vocabulary practice (1/2) 25
Figure 12. Provided learner screen of peers vocabulary practice (2/2) 25
Figure 13. Learner screen of peers vocabulary game (1/3) 26
Figure 14. Learner screen of peers vocabulary game (2/3) 26
Figure 15. Learner screen of peers vocabulary game (3/3) 27
Figure 16. Learner screen of peers sentence game (1/3) 27
Figure 17. Learner screen of peers sentence game (2/3) 28
Figure 18. Learner screen of peers sentence game (3/3) 28
Figure 19. Research variables of E1 29
Figure 20. System diagram of CKEL-T (E2) 31
Figure 21. Experimental procedure of E2 34
Figure 22. Object recognition screen 36
Figure 23. Emotion recognition screen 36
Figure 24. Speech recognition screen 37
Figure 25. Research variables of E2 39
Figure 26. System diagram of CKGG (E3) 40
Figure 27. Experimental procedure of E3 43
Figure 28. Player screen 44
Figure 29. Helper screen 45
Figure 30. Player roles and types of hints 46
Figure 31. Vocabulary / Phrase / Sentence activity 47
Figure 32. Research variables of E3 49
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指導教授 黄武元(Wu-Yuin Hwang) 審核日期 2022-2-21
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