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以學童為對象之遊戲式漢字學習系統

Game-Based System for Pupils' Chinese Character Learning

摘要


漢字本身具有複雜的形體結構,必須累積大量的字形或手寫經驗方能達到漢字精熟,然而,學習者普遍對書寫漢字欠缺動機,加上難以維持書寫興趣,使得漢字學習面臨諸多挑戰。本研究以寵物同伴、開放學習者模型與舞臺展演作為設計原則,開發遊戲式漢字學習系統-文字獸,將漢字部首角色化,並探討漢字學習過程中,此遊戲系統對學習者學習成效、動機與興趣之影響。本研究採用準實驗研究法之不相等控制組設計,參與者為48位國小三年級學生,控制組23位使用純學習系統,實驗組25位使用遊戲式學習系統進行漢字學習活動。研究結果發現:一、雖然兩組學習成效皆有進步,但兩組並無顯著差異;二、實驗組於學習動機的「注意」面向顯著高於控制組;三、實驗組於學習興趣的「延趣」面向顯著高於控制組。

關鍵字

手寫 遊戲式學習 漢字學習

並列摘要


Since Chinese character possess complicated structure, a great mount of handwriting experience is essential to learning Chinese characters. However, young learners often lack motivation for writing Chinese characters, and are hard to maintain their writing interest. In order to help them overcome their learning difficulties, a game-based Chinese character learning system, called CharacterMonster, is developed based on three design principles: Animal companions, open learner models, and learning stages. The purpose of this study is to investigate the effects of game-based system on young learners' learning achievement, motivation, and interest. The study used a quasi-experimental between-group design, where 48 third graders participated in the experiment. Participants in the control group (n = 23) used a learning system and those in the experiment group (n = 25) used a game-based learning system. The results indicated that: (1) Young learners in both groups gained increased learning achievement but no significant difference was found. (2) Young learners in the experimental group had more increased motivation in the "attention" than those in the control group. (3) Young learners in the experimental group had higher interest in the "extension" than those in the control group.

參考文獻


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被引用紀錄


趙貞怡、張堙森、葉怡芯、林彥宏(2020)。擴增實境桌遊在國小高年級社會領域教學之設計本位研究:以清領時期為例教育傳播與科技研究(124),1-16。https://doi.org/10.6137/RECT.202012_(124).0001

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