博碩士論文 111524021 詳細資訊




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姓名 劉俊廷(Chun-Ting Liu)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 探討數位遊戲式學習情境中不確定性對於大學生日語助詞的學習成效、遊戲成效、學習動機及學習觀感之影響
(Effects of Uncertainty in a Digital Game-based Learning Context: Investigating University Students′ Learning Performance, In-Game Performance, Learning Motivation and Learning Perceptions of Japanese Particles)
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摘要(中) 在國際化的背景下,國與國之間的互動變得越來越密集,因為日本媒體與文化產業
的多樣化發展,使得越來越多人學習日語,學習日語的過程涉及詞彙、語法、聽說讀寫
等多方面的內容。其中日語助詞被認為是最複雜且最容易混淆的部分,且助詞因其在句
子中的位置變化會帶來不同的意義,成為學習中的一大挑戰,且助詞的複雜性和多樣性
使得學習者容易在使用時出現誤用的情況。因此掌握有效的學習策略來應對助詞的困難
對於日語學習者來說至關重要,且由於語言學習是一個長期的過程,保持學習動機的方
法非常重要,適當的學習方法和工具可以幫助學習者更好地理解和運用日語,從而提高
語言能力和溝通效果。其中數位遊戲式學習的趣味性與自主學習的特性即是一種有效的
方式使學習者增加學習動機,並且近年來越來越多的語言學習研究使用數位遊戲式學習,
讓語言學習過程附有樂趣,同時激發學習者的學習動機與學習成效。
然而數位遊戲式學習能夠透過設計各種不同遊戲特徵來吸引學習者,如遊戲中不確
定性,數位遊戲式學習結合不確定性可有效助於提高學習動機,透過遊戲中的不確定性
能成功的增加學習者的遊戲表現與學習興趣,然而先前研究少有不確定性且結合數位遊
戲式日語助詞學習的研究。
因此本研究開發了一款具有不確定性的數位遊戲式日語助詞學習系統,本研究設計
之不確定性包含隨機測驗題、隨機金幣獎勵、骰子點數對戰、同點數轉盤,並與遊戲設
計結合來激發學習者在遊戲中學習之參與度,設計不同的學習活動給予學習者參與。本
研究旨在探討數位遊戲式學習情境中有不確定性組之學習者和無不確定性組之學習者
對於日語助詞的學習成效、遊戲成效、學習動機及學習觀感間的影響,以及各個變項間
的相關性。
本研究之研究對象為某大學之日文系大學生,共有49 位學習者,並將他們依照有
無不確定性分成兩組(有不確定性組和無不確定性組),有不確定性組共有25人、無不確
定性組共有24 人,研究工具包含日語助詞學習系統、日語助詞學習測驗、學習動機量
表、學習觀感量表和系統紀錄檔。
ii
本研究結果顯示,在數位遊戲式日語學習系統情境中有無不確定性對於學習者的影
響,主要包含以下五點: (1)使用本研究開發的日語助詞學習系統後,有無不確定性之學
習者在日語助詞學習成效皆有顯著進步;(2)在數位遊戲式學習情境中,有無不確定性之
學習者於練習區和輔助工具之遊戲成效有差異,有不確定性組之學習者於練習區之練習
次數、累積答對題數、及格次數和輔助工具之金幣總數顯著高於無不確定性之學習者;
(3)有無不確定性之學習者皆於學習動機中提高興趣,但有不確定性組學習者之動機顯著
高於無不確定性組之學習者;(4)有無不確定性之學習者於學習觀感沒有顯著的差異,因
此有無不確定性之學習者對於學習觀感皆有相似程度的滿意度;(5)有無不確定性之學習
者皆於學習成效與學習動機、學習觀感呈現顯著正相關,且有不確定性組之學習者於學
習成效與學習動機呈現顯著正相關。
綜合以上結果顯示,本研究之數位遊戲式日語助詞學習情境幫助有不確定性組之學
習者和無不確定性組之學習者提高日語助詞學習成效,並透過有不確定性設計助於提升
學習動機與遊戲成效,因此提供研究者探討有無不確定性對於影響學習者成效的研究方
向,且教學者以及設計者也可以借助本系統規畫更適合學習者有效地學習日語的教學模
式。
摘要(英) In the context of internationalization, interactions between countries are becoming more
and more intensive, and because of the diverse development of the Japanese media and cultural
industries, more and more people are learning Japanese, which involves a wide range of aspects
such as vocabulary, grammar, listening, speaking, reading and writing. Among them, Japanese
particles are considered to be the most complicated and confusing part of the Japanese language,
and they bring different meanings depending on their position in a sentence, which makes them
a big challenge to learn. The complexity and variety of particles make learners prone to misuse
them. Therefore, mastering effective learning strategies to tackle the difficulties of Japanese
particles is crucial for Japanese learners. Since language learning is a long-term process,
methods to maintain learning motivation are very important. Appropriate learning methods and
tools can help learners better understand and use Japanese, thereby improving language
proficiency and communication effectiveness. Among these methods, the fun and autonomous
nature of digital game-based learning is an effective way to increase learners′ motivation. In
recent years, more and more language learning studies have utilized digital game-based learning,
making the language learning process enjoyable while simultaneously stimulating learners′
motivation and performance.
However, digital game-based learning can attract learners through the design of various
game features, such as uncertainty in games. Digital game-based learning combined with
uncertainty can effectively help improve learning motivation. The uncertainty in games can
successfully increase learners′ game performance and learning interest. However, previous
studies have rarely incorporated uncertainty and digital game-based learning focused on
Japanese particles.
Therefore, this study developed a digital game-based Japanese particles learning system
with uncertainty. The uncertainties designed in this study include random quiz questions,
iv
random coin rewards, dice point battles, and same-point spinning wheels, which are integrated
with the game design to stimulate learner engagement in learning through the game and to
create different learning activities for learners to participate in. This study aims to explore the
effects of learners in the group uncertainty and the group without uncertainty on the learning
performance, in-game performance, learning motivation, and learning perception of Japanese
particles in a digital game-based learning context, as well as the correlations among these
variables.
The subjects of this study were undergraduate students majoring in Japanese at a certain
university, with a total of 49 learners. They were divided into two groups based on the with or
without uncertainty (with and without uncertainty group). The uncertainty group had 25
participants, and the without uncertainty group had 24 participants. The research tools included
the Japanese particles learning system, the Japanese particles learning test, the learning
motivation scale, the learning perception scale, and system record files.
The participants in this study were 49 Japanese language students from a university, who
were divided into two groups according to their different uncertainty (with and without
uncertainty group). There were 25 students in the uncertainty group and 24 in the without
uncertainty group. The research tools included the Japanese particles learning system, the
Japanese particles learning test, the learning motivation scale, the learning perception scale, and
the system record files.
The results of this study indicate the impact of the with or without uncertainty on learners
in the context of a digital game-based Japanese learning system. The main findings include the
following five points: (1) After using the Japanese particles learning system developed in this
study, learners, regardless of the with or without uncertainty, showed significant improvement
in their Japanese particles learning performance; (2) In the digital game-based learning context,
there were differences in game performance in the practice area and auxiliary tools between
learners with and without uncertainty. Learners in the uncertainty group had significantly higher
v
practice frequency, total correct answers, passing times in the practice area, and total coins in
auxiliary tools compared to learners without uncertainty; (3) Both groups of learners, with and
without uncertainty, showed increased interest in learning motivation, but the motivation of
learners in the uncertainty group was significantly higher than that of learners without
uncertainty; (4) There was no significant difference in learning perception between learners
with and without uncertainty, indicating similar levels of satisfaction with the learning
experience for both groups; (5) There was a significant positive correlation between learning
effectiveness and learning motivation, as well as learning perception for both groups of learners,
with a notable significant positive correlation between learning effectiveness and learning
motivation for learners in the uncertainty group.
In summary, the results indicate that the digital game-based Japanese particles learning
context in this study helped both learners in the uncertainty group and the without uncertainty
group improve their Japanese particles learning performance. Additionally,the design
incorporating uncertainty contributed to enhancing learning motivation and game performance.
Therefore, this provides researchers with a direction for exploring the impact of uncertainty on
learners′ effectiveness. Educators and designers can also use this system to plan teaching models
that are more suitable for learners to effectively learn Japanese.
關鍵字(中) ★ 數位遊戲式學習
★ 不確定性
★ 日語助詞
★ 學習成效
★ 遊戲成效
★ 學習動機
★ 學習觀感
關鍵字(英) ★ Digital game-based learning
★ Japanese particles
★ Uncertainty
★ Learning performance
★ In-game performance
★ Learning motivation
★ Learning perception
論文目次 摘要 i
Abstract iii
致謝 vi
目錄 vii
圖目錄 xi
表目錄 xiv
第一章 緒論 1
1.1 研究背景與動機 1
1.2 研究目的 4
1.3 研究問題 4
1.4 研究重要性 5
1.5 名詞解釋 5
第二章 文獻探討 8
2.1 數位遊戲式學習 8
2.1.1 數位遊戲式學習的特徵 8
2.1.2 數位遊戲式語言學習 11
2.2 日語助詞 14
2.2.1 日語助詞定義 14
2.2.2 日語助詞學習 14
2.2.3 日語助詞的數位遊戲式學習 15
2.3 不確定性 16
2.3.1 遊戲中的不確定性 16
2.3.2 不確定性在教育的應用 18
2.3.3 不確定性在數位遊戲式學習的應用 19
2.4 文獻探討小結 21
第三章 有無不確定性之數位遊戲式日語助詞學習系統之設計與開發 23
3.1 有無不確定性之數位遊戲式日語助詞學習系統之設計理念 23
3.1.1 骰子拼拼日設計理念 23
3.1.2 日語學習教材之設計理念及目的 24
3.1.3 不確定性之設計理念及目的 24
3.2 有無不確定性之數位遊戲式日語助詞學習系統架構 27
3.2.1 開發工具 27
3.2.2 學習內容 28
3.2.3 學習區 30
3.2.4 練習區 32
3.2.5 同儕對戰區 39
3.2.6 不確定性之系統架構 47
3.2.7 不確定性設計彙整 51
3.2.8 排行榜 51
3.2.9 輔助工具 52
3.3 有無不確定性之數位遊戲式日語助詞學習系統之系統操作流程 55
第四章 研究方法 63
4.1 研究設計 63
4.2 研究對象 65
4.3 研究工具 65
4.3.1 日語助詞學習測驗 65
4.3.2 學習動機量表 66
4.3.3 學習觀感量表 66
4.3.4 系統紀錄檔 67
4.4 實驗流程 69
4.5 資料收集與分析 70
4.5.1 信度分析(Reliability Analysis) 70
4.5.2 無母數檢定(Non-parametric test) 70
第五章 研究結果與討論 72
5.1 有無不確定性對日語助詞學習成效、遊戲成效、學習動機、學習觀感之影響 72
5.1.1 有無不確定性對於日語助詞學習成效之影響 72
5.1.2 有無不確定性對於遊戲成效之影響 74
5.1.3 有無不確定性對於學習動機之影響 79
5.1.4 有無不確定性對於學習觀感之影響 80
5.2 有無不確定性於日語助詞的學習成效、遊戲成效、學習動機、學習觀感之相關性 82
5.3 綜合討論 92
5.3.1 有無不確定性學習者對於日語助詞學習成效之影響 92
5.3.2 有無不確定性學習者對於遊戲成效之影響 93
5.3.3 有無不確定性學習者對於日語助詞學習動機之影響 94
5.3.4 有無不確定性學習者對於學習觀感之影響 94
5.3.5 有無不確定性於日語助詞的學習成效、遊戲成效、學習動機和學習觀感之間的相關性 95
第六章 結論與建議 97
6.1 研究結論 97
6.1.1 有無不確定性之學習者其日語助詞學習成效、遊戲成效、學習動機及學習觀感之影響 97
6.1.2 有無不確定對學習者其日語助詞學習成效、遊戲成效、學習動機、學習觀感之間的相關性 98
6.2 研究貢獻 99
6.2.1 學術貢獻 99
6.2.2 應用貢獻 100
6.3 未來展望與侷限 100
6.3.1 研究範圍及限制 101
6.3.2 研究設計改善建議 101
6.3.3 系統設計改善建議 102
參考文獻 104
附錄一 語意選擇題題目列表 113
附錄二 綜合克漏字題題目列表 115
附錄三 研究參與者知情同意書 119
附錄四 日語助詞學習測驗前測 120
附錄五 日語助詞學習測驗後測 123
附錄六 學習動機量表 126
附錄七 學習觀感量表(有不確定性) 128
附錄八 學習觀感量表(無不確定性) 130
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指導教授 楊接期(Jie-Chi Yang) 審核日期 2024-7-23
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