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研究生: 佘歆儀
She, Hsin-I
論文名稱: 不同解答回饋的遊戲式系統對英語文法學習之影響:成效、心流與自我調節
The Effect of Different Types of Corrective Feedback in an English Grammar Game-Based Learning System on Learning Performance, Flow and Self-regulation
指導教授: 陳志洪
Chen, Zhi-Hong
學位類別: 碩士
Master
系所名稱: 資訊教育研究所
Graduate Institute of Information and Computer Education
論文出版年: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 72
中文關鍵詞: 數位遊戲式學習心流自我調節學習回饋英語文法
英文關鍵詞: game-based learning, flow, self-regulated learning, feedback, English grammar
DOI URL: http://doi.org/10.6345/NTNU201900470
論文種類: 學術論文
相關次數: 點閱:177下載:0
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  • 文法是學生學習英語的根基,藉由數位遊戲能輔佐學習理解、強化學習動機,進而提升學習意願與成效。然而遊戲的回饋設計是否適宜,會影響到學習者的動機與學習的品質。故本研究發展一套以英語文法為教學內容,結合自我調整學習策略與不同回饋方式的數位遊戲,協助提升學生英語文法學習成效,並進一步評估該遊戲對學生數位遊戲心流經驗與自我調節學習感受的影響。
    本研究以國中三年級學生為研究對象,進行準實驗法研究設計,以班級為單位使用不同回饋系統來學習英語文法,實驗組使用「思考版」回饋系統,對照組使用「解答版」回饋系統,並以「英語文法學習成就測驗」、「數位遊戲心流量表」與「自我調節學習量表」來測量兩組學生使用系統後的表現與感受差異。研究結果顯示:(1)兩組學生的英語文法學習成效,在實驗介入前後並未達顯著差異,但仍有所進步,且實驗組低成就學生的學習成效有明顯提升(2)兩種回饋類型的遊戲,對學生數位心流經驗的「專注力」有顯著影響,且對高成就學生「專注力」經驗的影響也達顯著差異(3)兩種回饋類型的遊戲,對學生自我調節學習的「事前思考」有顯著影響,且對高成就學生「自我反思」感受的影響也達顯著差異。

    English grammar is a necessity for learning English well. Digital games can aid learning, strengthen students’ motivation and increase learning aspiration and performance. However, the design of feedback will affect students’ motivation and learning quality. Hence, the aim of this this study is to design a digital game-based learning system combined with self-regulated learning and different types of feedback based on English grammar, hoping to make contribution to English grammar learning.
    This research also further evaluates the influence of the game on students’ flow experience and self-regulated learning.
    A quasi-experimental study design has been adopted for the study. Two classes in ninth grade in a junior high school were selected as participants while one of them is for experimental group, and the other is for control group. The two groups were assigned with different digital games: experimental group received ‘Consider’ feedback system while control group received ‘Answer’ feedback system. The study further investigated their influences on students’ learning achievement, flow experience, and self-regulated learning ability. The results showed that:(1)Students’ achievement showed no significant difference between experiment group and control group while the low achievers in experiment group performed significant differences.(2)Students’ concentration of flow experience showed significant difference between two groups and the high achievers. (3)Students’ forethought phase of the self-regulation process showed significant difference between two groups, and the high achievers performed significant differences in self-reflection.

    摘要 ABSTRACT 誌謝 目錄 表目錄 圖目錄 第一章 緒論 1 第一節 研究動機 1 第二節 研究目的 4 第二章 文獻探討 5 第一節 數位遊戲式學習 5 第二節 學習回饋 8 第三節 心流經驗 12 第四節 自我調節學習 14 第三章 系統設計 20 第一節 系統發展 20 第二節 系統功能 22 第四章 研究方法 30 第一節 研究對象 30 第二節 實驗流程 31 第三節 研究工具 32 第四節 資料分析 36 第五章 結果與討論 37 第一節 學習成效 37 第二節 遊戲心流 40 第三節 自我調節 42 第四節 小結 44 第六章 結論與未來工作 47 第一節 研究結論 47 第二節 研究限制 48 第三節 未來工作 49 參考文獻 51 中文部分 51 英文部分 54 附錄一 英語文法學習成就測驗 62 附錄二 數位遊戲心流量表 68 附錄三 自我調節學習量表 70

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