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研究生: 鄭晏昀
Cheng, Yen-Yun
論文名稱: 不同類型的數位遊戲對英語字彙學習影響之研究
The Effects of Different Types of Digital Games on EFL Vocabulary Learning
指導教授: 林至誠
Lin, Chih-cheng
口試委員: 曾俊傑
Tseng, Jun-Jie
許惠慈
Hsu, Hui-Tzu
林至誠
Lin, Chih-Cheng
口試日期: 2022/08/04
學位類別: 碩士
Master
系所名稱: 英語學系英語教學碩士在職專班
Department of English_In-service Teacher Master's Program of Teaching English as A Second Language
論文出版年: 2022
畢業學年度: 110
語文別: 英文
論文頁數: 46
中文關鍵詞: 字彙學習遊戲本位學習行動輔助語言學習
英文關鍵詞: vocabulary learning, game-based language learning, mobile-assisted language learning
DOI URL: http://doi.org/10.6345/NTNU202201189
論文種類: 代替論文:專業實務報告(專業實務類)
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  • 英語單字是語言學習重要的一環。然而,許多學生卻認為學習單字並不有趣。近年來,單字學習結合遊戲以提供學生愉快的學習環境,此外,隨著攜帶型裝置與行動網路的普及,應用程式也十分廣泛運用於單字學習。
    本研究旨在探究Quizizz、Quizlet Live、Quizlet Match三種不同類型的數位遊戲對於單字學習的影響。研究旨在探究哪一個應用程式的遊戲對於單字學習較為有效,並比較個人學習與團體學習方式對單字學習的影響。
    受試者共有一百三十五位高一學生參與研究,受試者透過自己在教室玩Quizizz、和同學在教室一起玩Quizlet Live、與自己在課堂外玩Quizlet Match的方式來複習單字。受試者於學期初作答單字前測,並於學期末作答單字後測,單字前後測驗的分數用以分析並比較不同類型的數位遊戲對於單字學習的影響。此外,受試者完成問卷以及回饋的撰寫,以作為受試者對Quizizz和Quizlet遊戲學習感知看法的研究資料。
    研究結果顯示應用程式Quizizz和Quizlet的數位遊戲有益於單字學習,個人學習與團體學習的方式皆對受試者學習單字有所幫助,此外,受試者對於Quizizz、Quizlet Live、Quizlet Match三種遊戲皆持有正面態度與評價,並有意願在未來繼續使用遊戲進行單字學習。

    Vocabulary is an essential element of language learning. However, many students think that learning vocabulary is not interesting. Games have been integrated into vocabulary learning in recent years to provide an enjoyable environment for students to learn English vocabulary. In addition, as portable devices and wireless networks become widespread, it is common for teachers to apply mobile applications to vocabulary learning.
    The purpose of the present study is to investigate the effect of different types of digital games on vocabulary learning, including competitive games, cooperative games, and practice games on vocabulary learning mobile applications, Quizizz, and Quizlet. The present study aims at comparing which mobile application is more effective for students' vocabulary acquisition. In addition, the present study intends to investigate the effects of playing games collaboratively and individually.
    There are 135 10th graders from four intact classes in the vocational high school participating in the study. Participants played Quizizz individually in class, Quizlet Live collaboratively in class, and Quizlet Match out of class to review vocabulary. Participants took the pretest and the posttest at the beginning and end of the semester. The scores of vocabulary tests could be analyzed to compare the effects of playing types of digital games on vocabulary learning. In addition, participants filled out the questionnaire and wrote down their feedback. The questionnaire and written feedback were designed to investigate their perceptions of playing games on Quizizz and Quizlet.
    Results indicated that digital games on the mobile application Quizizz and Quizlet were beneficial to participants' vocabulary learning. Participants could benefit from playing games individually and collaboratively to learn vocabulary. In addition, participants showed positive perceptions of playing games on Quizizz, Quizlet Match, and Quizlet Live. They were willing to play competitive games, cooperative games, and practice games to learn vocabulary in the future.

    CHAPTER 1 INTRODUCTION 1 1.1 Background of the Study 1 1.2 Purpose of the Study 2 CHAPTER 2 LITERATURE REVIEW 4 2.1 Game-based Language Learning 4 2.1.1 Game-based Learning 4 2.1.2 Game-based Language Learning 6 2.2 Mobile-assisted Language Learning (MALL) 8 2.2.1 Overview of Mobile-assisted Language Learning 8 2.2.2 Mobile-assisted Vocabulary Learning 10 2.3 Present study 11 2.3.1 Research question 13 CHAPTER 3 METHODOLOGY 14 3.1 Participants 14 3.2 Vocabulary games on mobile applications 14 3.2.1 Competitive game 14 3.2.2 Cooperative game and Practice game 16 3.3 Instruments 17 3.3.1 Vocabulary Test 17 3.3.2 Questionnaire 18 3.3.3 Written Feedback 19 3.3.4 Procedure 19 3.4 Data collection and analysis 20 CHAPTER 4 RESULTS 22 4.1 Vocabulary Test 22 4.1.1 Vocabulary Pretest 22 4.1.2 Vocabulary Posttest 24 4.2 Perception 27 4.2.1 Questionnaire 27 4.2.2 Written Feedback 29 4.2.2.1 Previous Experience with Vocabulary Learning 29 4.2.2.2 Vocabulary Games Perception 30 4.2.2.3 Quizizz and Quizlet 30 CHAPTER 5 DISCUSSION AND CONCLUSION 33 5.1 Major findings and Discussion 33 5.1.1 Vocabulary achievement 33 5.1.2 Perception of Playing Games 35 5.2 Pedagogical Implications 37 5.3 Limitations of the Present Study and Suggestions for Future Research 37 5.4 Conclusion 38 REFERENCES 39 APPENDIX A 44 APPENDIX B 46

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