香港小學生應用Nearpod或Kahoot!學習漢語拼音之學習興趣、遊戲焦慮及學習成效比較研究

dc.contributor洪榮昭zh_TW
dc.contributorHong, Jon-Chaoen_US
dc.contributor.author甘佩欣zh_TW
dc.contributor.authorKam, Pui Yanen_US
dc.date.accessioned2024-12-17T02:58:58Z
dc.date.available2026-08-12
dc.date.issued2024
dc.description.abstract以華語為第二語言學習的學習者來說,漢語拼音或注音符號是學習的第一步,學習者有機會遇到無法辨識、無法準確使用拼音,均會影響華語的學習效果。香港人學習華語動機低。 為了解決這個問題,本研究基於學習情緒的控制價值理論,透過Nearpod 或Kahoot!兩款遊戲式學習軟件來探討以華語為第二語言學習者,在學習華語拼音時的遊戲興趣、課堂焦慮和普通話焦慮。本研究中使用漢語拼音認讀、配對以及實時競賽遊戲Time to Climb,來激發學生的學習興趣。本研究採用實驗研究和問卷調查來觀察以華語為第二語言的小四學習者。在實驗研究中,教師講解完拼音規則或聲韻母辨認後,利用Nearpod及Kahoot!進行複習遊戲活動。本研究的參與學生共47位,學習普通話年期為4年,每週30分鐘學習時間,每次完成遊戲後,進行問卷調查,共計6次。藉此了解華語學習者在兩個月內學習興趣、遊戲焦慮的變化以及探索因復原力不同所產生的影響。由研究結果中歸納以下結論:1. Nearpod及Kahoot!學習軟件均能顯著提升學生學習華語的興趣2. 以華語為第二語言學習者,使用Nearpod及Kahoot!兩種遊戲式學習漢語拼音時,學習興趣會隨着遊戲次數先提升後下降。3. 應用兩款不同軟件教學,學生學習價值及學習成效成正相關。4. 隨着遊戲次數的增加,Kahoot!比Nearpod引起的遊戲焦慮為高,但同時間,Nearpod學習者的進步量較Kahoot!學習者為高。綜合以上研究結果,本研究為今後教授華語為第二語言的學生提出教學建議,並為透過Nearpod及Kahoot!進行華語教學發展之研究建議。zh_TW
dc.description.abstractFor learners who are learning Chinese as a second language, Chinese pinyin is the first step in their learning process. Learners may encounter difficulties in accurately identifying and using pinyin, which can affect their overall learning effectiveness in Chinese. Hong Kong people have low motivation to learn Chi-nese. This study is based on the Control-Value theory of achievement emotions and utilizes two game-based learning software, Nearpod or Kahoot! , to explore how Chinese as a second language learners can learn Chinese Pinyin and observe changes in their learning interest, classroom anxiety and learning effectiveness.This study employed experimental research and questionnaires to observe Primary 4 learners of Chinese as a second language. A total of 47 students partic-ipated in this study. After each game is completed, a questionnaire survey will be conducted for a total of 6 times. This approach allows us to understand the changes in learning interests of Chinese language learners within two months and explore the impact of different factors. The following conclusions are drawn from the research results:1. Both Nearpod and Kahoot! learning software can significantly increase stu-dents' interest in learning Chinese. 2. For Chinese-speaking second language learners, when using Nearpod and Ka-hoot! to learn Chinese Pinyin through two games, their learning interest will first increase and then decrease with the number of games. 3. When using two different software for teaching, students' learning value and learning effectiveness are directly proportional. 4. As the number of games increases, Kahoot! causes higher gaming anxiety than Nearpod. Based on the above research results,this study provides teaching sugges-tions for teaching Chinese as a second language students and research sugges-tions for the development of Chinese language teaching through Nearpod and Kahoot!.en_US
dc.description.sponsorship華語文教學系海外華語師資數位碩士在職專班zh_TW
dc.identifier010845115-45840
dc.identifier.urihttps://etds.lib.ntnu.edu.tw/thesis/detail/c0be927004683c60d98bdd3d7305ed27/
dc.identifier.urihttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/122182
dc.language中文
dc.subjectNearpodzh_TW
dc.subjectKahoot!zh_TW
dc.subject學習興趣zh_TW
dc.subject遊戲焦慮zh_TW
dc.subject學習成效zh_TW
dc.subject復原力zh_TW
dc.subjectNearpoden_US
dc.subjectKahoot!en_US
dc.subjectLearning Interesten_US
dc.subjectGame Anxietyen_US
dc.subjectEffectivenessen_US
dc.subjectResilienseen_US
dc.title香港小學生應用Nearpod或Kahoot!學習漢語拼音之學習興趣、遊戲焦慮及學習成效比較研究zh_TW
dc.titleComparing Nearpod to Kahoot! in Learning Interest, Game Anxiety and Learning Effectiveness as Hong Kong Elementary Students Learn Chinese Pinyinen_US
dc.type學術論文

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