數位拼字遊戲對國中生英語單字學習的影響
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2012
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Abstract
本研究的目的在檢驗以國中學生為對象的英語單字遊戲Synchro,以了解學生使用Synchro遊戲後的英語單字的學習成效及學生對以遊戲式學習英語單字的感受。
研究對象為臺北市某國中九年級學生,九年級總人數為550位,以方便取樣方式,抽取男生10位、女生21位,共31位作為研究對象。受試者五學期的英語平均成績為91.81分,其中最高分為98.44分,最低分為71.25分。
研究採前後測準實驗設計,受試者前測後,進行英語拼字遊戲,時間為8堂課,前5次採個人拼字練習,後3次為對戰及合作練習,並進行後測、保留測驗及問卷填寫。以前後測檢證學生的學習成效;以問卷的結果歸納學生的學習態度。
研究發現參與者在經過Synchro拼字遊戲後,英語單字的學習成效,後測明顯優於前測,且英語單字的學習至少有10天的保留效果。整體而言,參與者對於Synchro拼字遊戲的接受度呈現正向的態度。
Abstract The purpose of this research was to study the English vocabulary game “Synchro” that the participants was developed for junior high school students, to understand the learning effectiveness of participants and the feeling of learning English vocabulary game after using Synchro. The participants are ninth graders of a junior high school in Taipei city, which are consisted of five hundred and fifty persons. Using convenience sampling ,ten boys and twenty one girls as a group of thirty one people were choosen as sample. The average score of participants english in five terms is 91.81, the highest and lowest mark are 98.44 and 71.25 respectively. Pretest-posttest guasi-experimental design was used in this research. The participants take eight periods for English spelling game after pretest, the first five periods are individual game, the last three periods test are competitive and cooperative games. The participants complete posttest, retention test and questionnaire.Pretest and posttest data are to examine the learning effectiveness of participants. English vocabulary, questionnaire is to know the participants’ learning attitude toward game-supported English vocabulary spelling. After taking Synchro spelling game, the participants’ effectiveness of learning English vocabulary in the posttest is obviously superior than pretest. The effectiveness of learning English vocabulary will retain ten days.The participants have positive attitude toward Synchro spelling game.
Abstract The purpose of this research was to study the English vocabulary game “Synchro” that the participants was developed for junior high school students, to understand the learning effectiveness of participants and the feeling of learning English vocabulary game after using Synchro. The participants are ninth graders of a junior high school in Taipei city, which are consisted of five hundred and fifty persons. Using convenience sampling ,ten boys and twenty one girls as a group of thirty one people were choosen as sample. The average score of participants english in five terms is 91.81, the highest and lowest mark are 98.44 and 71.25 respectively. Pretest-posttest guasi-experimental design was used in this research. The participants take eight periods for English spelling game after pretest, the first five periods are individual game, the last three periods test are competitive and cooperative games. The participants complete posttest, retention test and questionnaire.Pretest and posttest data are to examine the learning effectiveness of participants. English vocabulary, questionnaire is to know the participants’ learning attitude toward game-supported English vocabulary spelling. After taking Synchro spelling game, the participants’ effectiveness of learning English vocabulary in the posttest is obviously superior than pretest. The effectiveness of learning English vocabulary will retain ten days.The participants have positive attitude toward Synchro spelling game.
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數位遊戲式學習, 英語拼字遊戲, Synchro, Digital game-supported learning, English spelling game, Synchro