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研究生: 陳品誠
Chen, Ping-Cheng
論文名稱: 數位遊戲運用在英語單字教學的整合分析
Digital Game-Based Vocabulary Learning in the EFL Setting: A Meta-Analysis
指導教授: 林至誠
Lin, Chih-cheng
口試委員: 王宏均
Wang, Hung-Chun
尤雪瑛
Yu, Hsueh-Ying
林至誠
Lin, Chih-Cheng
口試日期: 2024/01/26
學位類別: 碩士
Master
系所名稱: 英語學系
Department of English
論文出版年: 2024
畢業學年度: 112
語文別: 英文
論文頁數: 87
中文關鍵詞: 數位遊戲字彙學習第二語言字彙習得整合分析
英文關鍵詞: DGBVL, second language vocabulary acquisition, meta-analysis
研究方法: 後設分析
DOI URL: http://doi.org/10.6345/NTNU202400406
論文種類: 學術論文
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  • 第二語言(L2)學習中,詞彙學習被視為一個關鍵但充滿挑戰的領域。本論文旨在探索數位遊戲式詞彙學習(Digital Game-Based Vocabulary Learning)在英語作為外語(English as a Foreign Language)中的有效性。非數位遊戲的詞彙教學方法較難激發學生的學習動機,並且有時無法達到預期的學習成果。相較之下,數位遊戲(Digital Games)提供了豐富的語境和練習來提升學生的學習動機與成效。
    對於年紀較小的學習者和較低程度學習者來說,使用數位遊戲來學習單字被認為是一種有效的練習模式。然而,這種練習方法也有其缺點。包括學生可能更專注於遊戲而非學習目標和遊戲成癮的隱憂。儘管有這些負面因素的存在,許多研究指出數位遊戲對於英語詞彙學習有更多正面的影響。這一領域的整合分析已經提供了以研究設計為調節變量的觀察結果,但數位遊戲內部機制的相關議題卻尚未深入研究。
    本研究旨在分析數位遊戲對於英語單字學習的整體有效性,通過篩選最新相關研究(年份至2023 年),並引入遊戲內部機制的調節變量如「練習類型」與「遊戲模式」來評估它們對詞彙學習的影響。更進一步透過統合性迴歸分析來探討變量的交互作用,以及何種交互作用將顯著地影響效應值。
    研究結果顯示,數位遊戲確實有益於英語詞彙學習。此外,整合分析的結果說明了「遊戲模式」是一個對單字學習有顯著影響的變量。另外,迴歸分析的結果指出「練習類型與研究設計」、「研究持續時間與研究設計」以及「設備類型與教育階段」三種交互作用對效應值有顯著的影響。最後,在變數重要性模型的結果中顯示,「設備類型」是最能解釋效應值變化的關鍵因素。

    Vocabulary learning in a second language (L2) is considered an essential but challenging domain of language learning. This thesis attempts to explore the effectiveness of digital game-based vocabulary learning (DGBVL) in English as a foreign language (EFL). Non-digital teaching approaches may sometimes struggle to fully engage students and attain the desired learning results. In contrast, digital games (DGs) offer a combination of exposure, a range of contextual practice, and promoted motivation for learning.
    Integration of digital games into vocabulary learning has been seen as a motivator, particularly among younger learners and those with lower proficiency levels. However, this approach also has its drawbacks, including potential distractions from learning objectives and addictive tendencies. Despite these disadvantages, the positive effects of digital games on vocabulary learning have been recognized. Previous meta-analyses in this domain have provided results of different moderators on the research design, but often overlooks issues related to the internal mechanism of digital games.
    This meta-analysis aims to fill the gap in the literature by synthesizing the latest relevant research updated to 2023 and introducing new moderators such as “practice type” and “gameplay mode” to assess their impacts on vocabulary learning. This thesis employs meta-regression analysis to enhance our comprehension of moderator interactions and their significant impact on effect size differences.
    Results indicated that digital games significantly enhance English vocabulary learning. Furthermore, the results of the moderator analysis suggested that “gameplay mode” is the moderator that has a significant impact on the outcome. In addition, the interactions between“practice type and research design,” “duration of treatment and research design,” and “device type and educational level” were found to have significant influence on the effect size differences. Lastly, “device type” was considered to be the most critical factor from the result of the multimodel inference test.

    Introduction 1 Background of the Study 1 Purpose of the Study 3 Significance of Research 4 Literature Review 6 Vocabulary Learning 6 Second Language Acquisition Theories for Vocabulary Learning 6 The Dimensions of Vocabulary Learning 8 Digital Game-Based Language Learning 9 The Definition and Features of a Game 9 The Classification of DG 11 The Advantages of DGBL 15 The Disadvantages of DGBL 17 DGBL in Vocabulary Teaching and Learning 19 CALL on Vocabulary Learning 19 MALL on Vocabulary Learning 20 Previous Meta-Analyses on the Effectiveness of DGBVL 23 Methodology 31 Data Collection Process 32 Inclusion and Exclusion Criteria 32 Inclusion Criteria 33 Exclusion Criteria 34 Data Evaluation 34 Effect Size Calculation 35 Heterogeneity Test 37 Moderator Analysis 37 Results 41 Overview of the Eligible Studies 41 Learner and Methodological Characteristics 41 The Effect Size 43 Heterogeneity Analysis 46 Moderator Analysis 47 Practice Type 47 Duration of Treatment 48 Educational Level 48 Device Type 49 Gameplay Mode 50 Posttest Format 51 Research Design 51 Meta-Regression Analysis 52 Main Effects and Interactions 52 Publication Bias and Sensitivity Analysis 56 Discussion and Conclusion 60 Major Findings and Discussions 60 Overall Effect Size 60 Moderator Analysis 61 Meta-Regression Analysis 63 Implications of the Research Findings 67 Limitations of the Study and Suggestions for Future Research 68 Conclusion 69 References 71 Appendix 87

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