研究生: |
許沁渝 Ching-yu Tammy Hsu |
---|---|
論文名稱: |
多人大型線上電玩對英語學習能供性的研究 Investigation of the Affordances that an Massively Multiplayer Online Role Playing Game (MMORPG) Provides in the Aspect of English Learning |
指導教授: |
陳浩然
Chen, Hao-Jan |
學位類別: |
碩士 Master |
系所名稱: |
英語學系 Department of English |
論文出版年: | 2013 |
畢業學年度: | 101 |
語文別: | 英文 |
論文頁數: | 110 |
中文關鍵詞: | 電玩輔助英語教學 、多人大型線上遊戲 、語用能力 、言談分析 、語言行為 、非刻意情境下的單字學習 |
英文關鍵詞: | game-based language learning, MMORPG, pragmatic competence, discourse analysis, speech acts, incidental vocabulary learning |
論文種類: | 學術論文 |
相關次數: | 點閱:244 下載:31 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
三年前進入師大英語所,角色的轉換、學習態度和方式和的轉變,每一次轉變都是一次成長。回頭看看當初的自己,不免疑惑,當初的我,是在怎麼樣的情形下,克服每一次的困難,一步一步走到這裡的?論文寫完、口試結束的這一刻,我才知道支持我到現在的最大原因,是一路上有這麼多人,除了提供我實質幫助,還對我付出極大的耐心、關懷和無條件的愛。學術生活有時得意,卻也經常備感失落,你們總是在烏雲壟罩我時,幫我劃出一線陽光,讓我始終保持希望,深信自己只要再多努力一點,就可以達成目標。
首先謝謝從國中認識到現在的冠甫兄,因為你,讓我接觸到電玩這個領域,教了我很多相關知識。感謝萬年好姊妹JoJo和阿甄,不斷不斷地幫我加油打氣,從高中到研究所,每年都有大大小小、五花八門的卡片,鼓勵我不斷向夕陽奔跑,一定要一起完成九十歲還一起喝貴婦下午茶的心願,讓我的研究生活添加好多快樂。也謝謝大學時期的好姊妹承郁、文齡、明珊、絢聿、妙儀、小羊和米米,你們現階段的成就和對社會的付出,讓我看見我們都有無限可能和潛力,因為你們,讓我更努力進取,期許自己成為一個對社會有貢獻的人。
感謝研究所同窗好友Alicia, Daphne, Summer, Louis, Edward, Ava, Julia和Abby,一路上受你們大大小小的幫忙太多無法細數,研究所時光寶貴,你們的付出,我真心感謝。其中我要特別感謝Julia和Abby,Julia謝謝妳陪我一起加入大學部,陪我一起發牢騷、紓解壓力、分享我很多有用的資訊,最後還幫我找到一個很盡責的受試者,讓我研究更順利。也特別感謝Abby,一路上細心提醒我研究和口試的大小事,幫我想研究方法,陪伴我一起面對緊張壓力。謝謝你們,你們除了是最支持我的戰友,也是我最喜歡的好朋友。
衷心感謝我的口試委員台師大資訊教育所所長陳明溥教授和中央大學資訊工程學系的楊接期教授。陳明溥老師在我論文初審時便點出我研究上的不足,讓我在研究方法上可以更加精確、方向更加明確。楊接期老師為了我口試特別從中壢趕來台北,細心點出每一項可以改進的地方,讓我的論文更具有學術價值。特別感謝我的指導老師陳浩然教授。陳浩然老師從我碩二開始便不斷提供我研究上的靈感,指導我尋找研究題目,除了學術上的啟發,也給我許多空間和鼓勵。因為陳老師一路上的呵護和提點,我才能在這學習能如期完成學業。
還要感謝柏亨,謝謝你近六年的溫暖陪伴,支持我追求夢想。最後,我要感謝我的家人。謝謝哥哥,每次在我遇見困難時總可以提供過來人經驗,和我討論做事情的方法;謝謝爺爺,總是對我很好,非常愛我,也謝謝婆婆,每天一定會打電話問我過得好不好,深深相信我很優秀,幫我祈禱能有美好的未來,生活裡有婆婆爺爺,是我最大的幸福;謝謝爸爸這三年對我的支持和體諒,讓我可以衣食無虞、沒有後顧之憂地追求學業,並且總是在我需要時第一個站出來提供最大的幫助。最後的最後,要謝謝最親愛的媽媽,再忙再累都要照顧我,尊重我的決定並一路支持到底,為我開心為我流淚,把我當成生命中最珍貴的寶貝,我很感動,謝謝妳,如果這份論文有一點點榮耀,我要把這份榮耀完全獻給最親愛的妳。
The present study aims to investigate the speech acts that language learners frequently produce and receive in the MMORPG world, the effectiveness of learners’ vocabulary learning in the MMORPG world, and learners’ perception of the adoption of MMORPG for second language learning. There are ten participants in the present study. All of them finished 16 MMORPG gameplay tasks individually and eight of them went on to play in a group play with other players.
To have a comprehensive look into the language input and output in the MMORPG world, participants’ produced speech and the fluent English speakers’ produced speech were analyzed and compared. To evaluate participants’ vocabulary gains, participants were invited to take the vocabulary pretest and posttest. To triangulate the findings, participants were required to finish the questionnaire of their perception of the use of the MMORPG for language learning. The major findings are presented as follows.
One of the most dominant categories of speech acts in the interaction is Representatives, which functions to fill the information gap between one and another. The current study further identified the importance of its subcategory reporting on actions, which was frequently produced to achieve coordination and close cooperation between group members. Another principal category is Expressives, and its dominant subcategory is expressing excitement and emotion. This speech act was carried out through the frequent use of exclamation words and emoticons.
Incongruent with previous studies, the percentage of Negotiation of meaning is rather low and the percentage of Language specific corrections is zero, which showed that the real commercial MMORPG (instead of adapted MMORPG for education), may not be able to cultivate students’ ability to negotiate for meaning and to receive or provide language corrections. Another difference between the previous and the present study is that in the present study only the fluent English speakers were found to assume the dominant roles such as commanders, information or opinions providers while in the previous studies not only the native English speakers but also the advanced language learners were found to be able to play various kinds of active role. This showed that language ability might still influence the roles learners assume and the speech they produce.
The participants were shown to make significant progress in the performance of vocabulary tests. Taking a closer look at the correct rate of each word, it is shown that participants tended to learn words that described the avatar’s real-time action and words that appeared with impressive image annotation.
In the post-experiment questionnaire, participants reported that they made progress in English reading ability and colloquial English ability. Their vocabulary size and motivation for English learning increased as well. The participants generally hold a positive attitude toward the adoption of the MMORPG for language learning.
Barron, A. (2003). Acquisition in interlangauge pragmatics: Learning how to do things with words in a study-abroad context. Amsterdam: John Benjamins.
Brown, D. (2007). Teaching by principles: An interactive approach to language pedagogy. New York: Pearson Education.
Bern, D. & Lang, P (2006). Classroom Talk: Exploring the Sociocultural Structure of Formal ESL Learning. Language and Education, 22(6), 432-433.
Dickey, M. D. (2007). Game design and learning: A conjectural analysis of how massively multiplayer online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55(3), 253-273.
d’Ydewalle, G., & Van de Poel, M. (1999). Incidental foreign-language acquisition by children watching subtitled television programs. Journal of Psycholinguistic Research, 28, 227–244.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Gee, J. P. (2005). An Introduction to Discourse Analysis: Theory and Method. London: Routledge.
Hass, L. (2012). A quantitative content analysis of leveled vocabulary embedded within massively multiplayer online role-playing games. (Doctoral Dissertation). Retrieved from http://gradworks.umi.com/35/11/3511601.html
Horst, M., & Meara, P. (1999). Test of a model for predicting second language lexical growth through reading. Canadian Modern Language Review, 56, 308–328.
Hung, H., & Yu, F. (2011, July). Incidental vocabulary learning with the computer-based simulation game. Paper presented at the Conference The 4th annual conference on literature, language, and linguistics. Athens, Greece.
Kasper, G. (1997). Can pragmatic competence be taught? Retrieved from http://www.nflrc.hawaii.edu/networks/NW06/
Koolstra, C., & Beentjes, J. (1999). Children’s vocabulary acquisition in a foreign language through watching subtitled television programs at home. Educational Technology Research and Development, 47, 51–60.
Laufer, B. (2009). Second language vocabulary acquisition from language input and from form-focused activities: research timeline. Language Teaching, 42, 341-354.
Laufer, B., & Hulstijn, J. (2001). Incidental Vocabulary Acquisition in a second language: The construct of task-induced involvement. Applied Linguistics, 22(1), 1-16.
Laufer, & Roitblat, (2011). Incidental vocabulary acquisition: The effects of task type, word occurrence and their combination. Language Teaching Research, 15(4), 391-411.
Lin, C. C. (2009). Learning action verbs with animation. LALT CALL, 5(3), 23-40.
Lin, C. Y. (2010). Elementary School English Teachers’ Beliefs in and Practices of Communicative Language Teaching in Kaohsiung City. (Master’s thesis) Retrieved from http://203.64.120.207/ETD-db/ETD-search/view_etd?URN
=etd-0629111-130812
Long, M. (1983). Native speaker/non-native speaker conversation and the negotiation of comprehensible input. Applied Linguistics, 4, 126-141.
Nagy, W., Herman, P., & Anderson, R. (1985). Learning words from context. Reading Research Quarterly, 20(2), 233-253.
Nation, I. S. P. (1982). Beginning to Learn Foreign Language Vocabulary: A Review of the Research. RELC Journal, 13(1), 14-36.
Paivio, A (1971). Imagery and verbal processes. New York: Holt, Rinehart, and Winston.
Park, Ho. & Kim, D. (2011). Reading strategy use by English as a second language learners in online reading tasks. Computer & Education, 57, 2156-2166.
Peterson, M (2005). Learning interaction in an avatar-based virtual environment: A preliminary study. PacCALL Journal, 1(1), 29-40.
Peterson, M (2006). Learner interaction management in an avatar and chat-based virtual world. Computer Assisted Language Learning, 19(1), 79-103.
Peterson, M. (2010). Massively multiplayer online role-playing games (MMORPGs) as arenas for second language learning. Computer Assisted Language Learning, 23(5), 429-439.
Peterson, M. (2011). Digital gaming and second language development: Japanese learners interactions in an MMOPRG. Digital Culture & Education,3(1), 56-73.
Peterson, M. (2012). Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis. ReCALL, 24(3), 361-380.
Rama, P., Black, R., Es. E, & Warschauer, M. (2012). Affordances for second language learning in World of Warcraft. ReCALL, 24(3)
Rankin, Y., Gold, R., & Gooch, B. (2006b). 3D role-playing games as language learning tools. Proceedings of EuroGraphics Education Program 2006, New York: ACM. Retrieved from http://webhome.cs.uvic.ca/~bgooch/Publications/PDFs/Rankin_Gold_Gooch.pdf
Rankin, Y., McNeal, M., Shute, M., & Gooch, B. (2008). User centered game design: Evaluating massive multiplayer online role playing games for second language acquisition. Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, pp. 43-49.
Rankin, Y., Morrison, D., McNeal, M., Gooch, B., & Shute, M. (2009, April). Time will tell: In-game social interactions that facilitate second language acquisition. Proceedings of the 4th International Conference on Foundations of Digital Games, 161-168.
Reinders, H. & Wattana, S. (2011). Learn English or die: The effects of digital games on interaction and willingness to communicate in a foreign language. Digital Culture & Education, 3(1), 4-28.
Riegle, R. & Matejka, W. (2006). The learning Guild: MMORPGs as educational environments. Paper presented at 22nd Annual Conference on Distance Teaching and Learning, Wisconsin.
Rossi, L. (2008, August). MMORPG Guilds as Online Communities - Power, Space and Time: From Fun to Engagement in Virtual Worlds. Department of Communication Studies, Italy.
Rott, S. (1999). The effect of exposure frequency on intermediate language learners’ incidental vocabulary acquisition through reading. Studies in Second Language Acquisition, 21, 589–619.
Schmidt, R. & Richards, J. (1980). Speech acts and second language learning. Applied linguistics, 1(2), 129-157.
Schroeder, R. (2002). Social interaction in virtual environments: Key issues, common themes, and a framework for research. In R. Schroeder (Ed.), The social life of avatars: Presence and interaction in shared virtual environments, London: Springer.
Steinkuehler, C. (2004). Learning in Massively Multiplayer Online Games.
Proceeding ICLS 04 Proceedings of the 6th international conference on learning sciences, 521-528.
Throne, S. & Fischer, I., Lu, X. (2012). The semiotic ecology and linguistic complexity of an online game world. ReCALL, 24 (3), 279-301.
Throne, S. (2008). Transcultural communication in open Internet environments ans massively multiplayer online games. S. Magnan (Ed.) 305-327.
Vygotsky, L. (1978). Mind in society. Cambridge: MIT Press, USA.
Varonis, E., & Gass, S. (1985b). Non-native/non-native conversations: A model for the negotiation of meaning. Applied Linguistics, 6, 71-90.
Wang, Y. C. (2012). Learning L2 vocabulary with America TV drama from the learners’ perspective. English Language Teaching, 5(8), 217-225.
Waring, R., & Takaki, M. (2003). At what rate do learners learn and retain new vocabulary from reading a graded reader. Reading in a Foreign Language, 15, 1–27.
Zeng, D., Young, M., Wagner, M., Brewer, R. (2009). Negotiaiton for action: English language learning in game-based virtual worlds. The Modern Language Journal, 93 (4), 489-511.
Zeng, D., Newgarden, K., Young, M. (2012). Multomodal analysis of language learning in World of Warcraft play: Languaging as Values-realizing. ReCall, 24 (3), 339-360.