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    請使用永久網址來引用或連結此文件: https://ir.lib.ncu.edu.tw/handle/987654321/107509


    題名: No student left behind: a collaborative and competitive game-based learning environment to reduce the achievement gap of EFL students in Taiwan
    作者: 洪暉鈞;Hung, Hui-Chun;Young, Shelley Shwu-Ching;Lin, Chiu-Pin
    貢獻者: 資訊電機學院網路學習科技研究所
    關鍵詞: Achievement Gap;Classrooms;Comparative Analysis;Competition;Control Groups;Cooperative Learning;Disadvantaged Youth;Educational Technology;Elementary School Students;English (Second Language);English vocabulary acquisition;ESL;Experimental Groups;Foreign Countries;Games;Grade 6;Handheld Devices;Instructional Effectiveness;interactive learning technology;Interviews;Language Proficiency;Laptop Computers;Observation;one-to-one technology-enhanced learning;Pretests Posttests;Primary schools;Qualitative Research;Schools;Statistical Analysis;Students;Surveys;Taiwan;Teachers;Teaching methods;Technology Uses in Education;Video Technology
    日期: 2015-01-01
    上傳時間: 2026-04-23 14:15:54 (UTC+8)
    出版者: Routledge;Abingdon: Routledge
    摘要: 摘要: How to close the achievement gap in the classroom so that no student is left behind becomes one of the most important issues nowadays. This study aims to construct a collaborative and competitive game-based learning environment to improve English proficiencies and reduce the achievement gap for disadvantaged students. The Wireless Crossword Fan-Tan Game (WiCFG) system was implemented to provide teachers with an innovative approach to guide students' learning through a positive involvement with the uses of tablet PCs. The experiment was conducted in an elementary school in Taiwan to investigate whether this approach would facilitate students' learning effectiveness and interactions. Thirty sixth-grade students were randomly assigned into a control group and an experimental group. Both qualitative and quantitative data were collected from surveys, interviews, observations and video-recordings. The results indicate that integration of the WiCFG system in the collaborative and competitive game-based learning environment leads students to a better interaction between different levels of students. This innovative approach might have the potential to close the achievement gap for disadvantaged students. Moreover, some principles of the classroom strategy are suggested as guidelines.
    出版者: Abingdon: Routledge
    出版日期: 2015-01-01
    出處: Technology, pedagogy and education, 2015-01, Vol.24 (1), p.35-49
    資源來源: Taylor & Francis Journals Auto-Holdings Collection
    版權: 2013 Association for Information Technology in Teacher Education 2013
    識別號: ISSN: 1475-939X
    識別號: EISSN: 1747-5139
    識別號: DOI: 10.1080/1475939X.2013.822412
    顯示於類別:[網路學習科技研究所 ] 期刊論文

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