英語句型數位學習遊戲之成效
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2013
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Abstract
本研究探討使用英語句型數位學習遊戲「Big City」的學習成效,並了解此遊戲對學生英語學習態度的影響。以台北市某國小六年級學生共兩班為研究對象:一班為實驗組,使用「Big City教材」在英語課練習句型;一班為控制組,使用「練習式教材」在英語課練習句型。兩班各為29人,皆為常態分班、由同一位英語老師授課。結果顯示實驗組與控制組之句型學習成效無顯著差異,然實驗組與控制組兩組個別的前後測平均成績差異皆有顯著差異,表示使用「Big City教材」,對於提升句型學習成效之效果雖無明顯優於使用「練習式教材」,但有助於提升學生的英語句型學習成效。態度問卷的結果則顯示多數學生在使用「Big City教材」後,對英語學習持有正向態度,且滿意「Big City教材」。
The purpose of this study was to investigate the effectiveness of the use of digital English sentence learning game (Big City), an English sentence game allowing students to practice English sentence patterns, and to understand student attitude toward game-like English learning. Two classes of sixth grade students from an elementary school in Taipei participated in the study. The experiment group practiced sentence patterns by using Big City; the control group practiced sentence patterns by practice-based material. Both groups practiced sentence patterns in English classes. Each of the experiment group and the control group has 29 students. Two groups were taught by the same teacher. The result shows that the learning performance between the experiment group and the control group was no significant difference. Both groups gain a significant difference of means between pretest and posttest. Practicing sentence by using game-like Big City may not have better effect than the general practice approach. The result of attitude questionnaire indicates that most students have positive attitude toward English learning after playing Big City, and satisfied with Big City.
The purpose of this study was to investigate the effectiveness of the use of digital English sentence learning game (Big City), an English sentence game allowing students to practice English sentence patterns, and to understand student attitude toward game-like English learning. Two classes of sixth grade students from an elementary school in Taipei participated in the study. The experiment group practiced sentence patterns by using Big City; the control group practiced sentence patterns by practice-based material. Both groups practiced sentence patterns in English classes. Each of the experiment group and the control group has 29 students. Two groups were taught by the same teacher. The result shows that the learning performance between the experiment group and the control group was no significant difference. Both groups gain a significant difference of means between pretest and posttest. Practicing sentence by using game-like Big City may not have better effect than the general practice approach. The result of attitude questionnaire indicates that most students have positive attitude toward English learning after playing Big City, and satisfied with Big City.
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Keywords
數位學習遊戲, 遊戲式學習, 英語學習, 英語句型, digital learning game, game-based learning, English learning, English sentence patterns