PaGamO遊戲學習平臺融入國中九年級學生英語學習之研究

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2019

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本研究主要目的在探討將 PaGamO 遊戲學習平臺融入國中英文課程後,對九年級學生在學習英文的學習態度及學習表現之影響,作為教學者日後教學之參考。本研究採個案研究法,並搭配質性研究。以基隆市某市立國中九年級一個班級,共 30 位學生為研究對象,學生在 PaGamO 遊戲學習平臺進行課堂任務練習。於九年級上學期第一次模擬考後導入 PaGamO,實施期間為期 6 週。研究以量化為主、質性為輔的方式進行;量化資料有英文領域學習態度量表、第一次英文模擬考及第二次英文模擬考成績,並以 SPSS 18.0 版統計軟體進行分析;質性資料以學生文字回饋及半結構式訪談進行,以了解學生的學習態度與對 PaGamO 遊戲學習平臺的看法。主要發現如下: 一、 使用 PaGamO 遊戲學習平臺輔助英文領域對於授課班級之學習成效有顯著的進步。 二、 使用 PaGamO 遊戲學習平臺輔助英文領域對於授課班級之學習態度並無顯著差異;但在訪談中,大多數學生對於 PaGamO 遊戲學習平臺融入英文的教學方式,持正面的態度。 三、 
研究者對於 PaGamO 遊戲學習平臺融入英文教學,持肯定的態度。 根據研究結果,PaGamO 遊戲學習平臺確實是一項教學的利器,教師必須善用資訊科技的特性,才能使其功效發揮到最大,為學生的學習帶來最佳的益處;本研究提出的建議與未來研究方向,希望能對提高英文領域的學習成效與學習態度有所助益。
The main purpose of this study was how the integration of PaGamO, a game-learning platform, influenced ninth graders' learning attitudes and performance in English learning, which could be used as a teaching reference for English instructors. The method used in this study is the case study, along with the qualitative research. The participants were from a class of the ninth graders in a junior high school in Keelung, Taiwan. A total of 30 students were taken as the research target, where 30 students used PaGamO platform to do their assignments in class. PaGamO started to be imported into the course after the first mock test in the first semester for the duration of six weeks. This study implemented a quantitative method supplemented with qualitative data. The quantitative data were collected from the English learning attitude scale, and grades of the first and second mock exams. SPSS version 18.0 was used to analyze the data. In addition to that, the qualitative data was collected through students’feedbacks and semi-structured interviews to understand students’learning attitudes and their perceptions toward PaGamO. Three of the main findings were worth summarizing: 1. The use of PaGamO, the game-based learning platform toward assisting in the field of English learning had significant progress in learning performance. 2. The use of PaGamO, the game-based learning platform toward assisting in the field of English learning had no significant difference in learning attitudes. However, during interviews, most of the students were positive about the way that PaGamO being integrated into English teaching. 3. Researcher hold affirmative attitude regarding the integration of PaGamO. Base on the results of the study, PaGamO, the game-based learning platform, was indeed a great tool for English teaching. Teachers are strongly advised to make good use of the features of information technology in order to maximize the effectiveness of English teaching, and bring the best benefits to students' learning. The recommendations and the future research directions proposed in this study would promote the learning effectiveness and learning attitudes in the field of English learning.

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PaGamO遊戲學習平臺, 遊戲式學習, 學習成效, 學習態度, PaGamO Online Gaming Platform, game-based learning, learning performance, learning attitude

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