本研究以悅趣化合作競爭式遊戲結合手持載具開發英文字版連線遊戲系統,並融入實際教學情境。以臺灣T國民小學30位學童為實驗對象,實驗組使用本系統結合可攜式載具,對照組使用一般教室上課模式,針對系統介面與系統接受度、學習成效及投入與專注程度進行分析。結果發現學童肯定本遊戲系統介面設計,悅趣化數位學習情境較傳統教室上課方式更有助於學習,且顯著地提升低成就學童之學習成效,而使用英文字版連線遊戲的小組更能主動投入於學習活動,促進更多自發性討論與專注學習。本研究證明結合遊戲以設計小組的異質合作與資源互賴,輔以一對一手持載具帶來的即時互動與平等參與,可增進學習的樂趣與挑戰,使學童專注在學以致用的沉浸經驗,達到寓教於樂的學習新趨勢。
Game-based learning has gained much attention in the past years. This study developed a competitive and collaborative English vocabulary acquisition game system, called English World Board Game, which utilized the handheld technology and was applied in educational settings. The purpose of this study was to integrate the English learning theories and portable technology to explore the learning outcome, attitude of the target users after using the game system. One class of 30 students in the 6th grade in the T elementary school of northern Taiwan participated in this study. The experimental group adopted the system with handheld device as an assisted English vocabulary learning tool, while the control group used the conventional approach. Students' learning outcome and attitude in two groups were collected and analyzed. The research findings indicate that students strongly agreed the interface and system implementation of English World Board Game. Adopting the English World Board Game could improve the learning outcome, and it is particularly significantly benefit for lower-achievement learners. Moreover, using English World Board Game had positive enhancements of learning engagement. This study identify the advantages of game and one-to-one technology, such as heterogeneous collaboration, resource interdependence, equal participation and immediate interaction, could increase students' engagement and facilitate effective joyful learning.