本研究之目的在為國小學童設計建置遊戲式線上英語字彙自我學習環境-「彩虹英語魔法島」,達到以資訊科技的特性加強學習,此學習環境包含遊戲式課程及競爭性的遊戲活動,藉由國內外遊戲學習之相關文獻歸納出適合兒童遊戲式數位學習環境設計原則,以此進行遊戲開發,字彙教材設計基於網路多媒體特性展現出對於字彙學習聽說讀寫綜合性能力培養之著重,同時利用小型的人工智慧技術來達成適性化目標,針對學習者在過去學習歷程中較不熟悉的部分加強複習。遊戲活動設計以十二個精靈角色代表十二種不同程度字彙能力作為學生自我挑戰的關卡,並搭配同儕競爭(單字搶答比賽),作為引起學生學習動機的方式。 本研究描述該系統之建構之理念、系統架構、學習內容、遊戲情境等,並以新竹市一所國小五年級一個班級的28位學童及2位老師為研究對象,配合課程之進行,評估本系統之實施成效。為使學生能主動使用此遊戲學習環境,研究者鼓勵受測學生在課餘時間自由利用本學習環境學習,並未強制學生使用。本研究共分為三階段,第一階段為系統平台的研發階段,第二階段為系統實施評估階段,第三階段為研究資料蒐集與結果分析。系統實施評估階段為期三個月,在實施前後為學生施與系統中的字彙綜合測驗,藉由前後測成績差異以分析學生之字彙能力增進與否。此外,本研究以使用者評量問卷,小組焦點訪談以了解使用者對本系統之觀感。量化統計結果顯示,學生在前後測的字彙能力綜合性測驗中,成績表現有達到統計意義上的顯著提升,此外,根據問卷及訪談的質化資料結果,獲致以下結論:(1)本遊戲式英語數位學習環境之設計原則在應用於系統開發後獲致良好成效,可供類似數位學習環境的發展作參考;(2)本研究之遊戲式線上英語學習環境確能引起學生主動學習之動機,競爭及關卡二種遊戲活動皆有正面影響,在關卡遊戲中不同難易度的教材是構成遊戲中各等級的關卡挑戰,而每個等級中的精靈也是代表學習成就的象徵,此一能力象徵可學生有成就感,成為學生自我精進的原動力,同時,競爭遊戲中取勝的誘因也帶動學生英語字彙的學習;(3)學生字彙能力可透過此一英語字彙學習管道獲得增進;(4)遊戲中的多媒體字彙學習教材能協助學生在英語字彙聽、說、讀、寫各方面的學習;(5)本學習環境中的競爭及關卡二種遊戲活動皆獲得學生正面肯定,競爭式遊戲比關卡式遊戲較受學生喜好。本研究依據研究結果與發現,分別針對遊戲學習環境改良、學習環境之教學推廣與未來研究方向等面向提出建議,以供未來作進一步之研究。
The purpose of this study was to design a game-based online English vocabulary learning environment entitled “Magic Rainbow English Island”. This learning environment consists of game-based courseware and competitive activities for elementary school students' self study outside the classroom setting. This game also adopts Artificial Intelligence technology to provide adaptive individualized learning materials, challenges and advice to satisfy the various needs of different learners, and to achieve the various goals of different individuals. Two game modes are provided, namely barrier mode, and multi-battle mode. This paper describes the rationale of the system design, system framework, learning content, and game scenario. Furthermore, an experimental evaluation was conducted to gauge the reaction of both students and teachers to the learning environment. There were 28 fifth grade students and two teachers who participated in the evaluation. The researcher analyzed the subjects’ learning performance through pre- and post-tests, the results of which indicated that the students’ learning performance was significantly enhanced as a result of using the platform. In addition, questionnaires were administrated after the experiment to collect student attitudes toward this learning platform. The outcomes of this research are presented in terms of the following dimensions: (1) the design principles of the game-based online English vocabulary learning environment are feasible; (2) the environment can enhance student’s learning motivation; (3) students can improve their English vocabulary abilities through this learning environment; (4) the multimedia learning material can assist students’ vocabulary development in terms of listening, pronunciation, reading and spelling; and (5) the competitive activity, multi-battle mode, is more enjoyable than barrier mode. According to the research results, the authors propose several research directions for the next stage of study.