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研究生: 石美鳳
Shih, Mei-Feng
論文名稱: 以設計式研究方法探究3D遊戲情境促進身心障礙兒童語彙與語句能力之成效
A Design-Based Study to Investigate the Effects of a 3D Virtual Environment on Children with Disabilities’ Chinese Verbal Ability in Vocabulary and Sentence Formation
指導教授: 籃玉如
Lan, Yu-Ju
學位類別: 碩士
Master
系所名稱: 應用華語文學系
Applied Chinese Language and Culture
論文出版年: 2016
畢業學年度: 104
語文別: 中文
論文頁數: 159
中文關鍵詞: 設計式研究3D虛擬情境Second Life語言發展遲緩共病身心障礙兒童華語口語能力
英文關鍵詞: Design-Based Research, 3D virtual environment, Second Life, comorbidity with language delay, disabled children, Chinese verbal ability
DOI URL: https://doi.org/10.6345/NTNU202204433
論文種類: 學術論文
相關次數: 點閱:116下載:16
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  • 本研究主要是運用設計式研究法,特教教師與語言教學專家及電腦工程師以跨領域的團隊合作模式在Second Life平台上建置出3D虛擬遊戲情境,並在此虛情情境中設計語言學習活動,透過多重資料收集,交叉驗證及不斷的反覆循環修正的方式,發展出適合身心障礙學生使用且具成效的多感官語言學習情境,以改善有語言發展遲緩共病的身心障礙學生之語彙和語句能力。本研究採取二階段性的教學實驗設計,受試者是四位身心障礙學生,這些學生除本身有注意力不足過動症、輕度自閉症或輕度智能障礙外,也合併有語言發展遲緩的共病。實驗前準備階段受試者先接受標準化語言能力測驗及研究者自編詞彙和語句成就測驗,以了解學生語言問題,確認欲改善的語言標的,並建立實驗基準線。接著研究者運用3D虛擬情境先進行第一階段每週二次,為期三周,每週一個場景,共三個場景的語彙和語句教學活動。每次教學實驗中,觀察學生在Second Life 3D虛擬情境的學習反應及身心障礙學生在3D虛擬場景中會遭遇到的問題,然後進行反思,並定期與語言教學專家及工程師團隊進行會議討論,然後修正所建置的場景與活動,如此不斷循環修改,逐步建立場景設計準則。之後依此準則建置另外五個更適合身心障礙學生的3D虛擬語言場景,並進行第二階段為期五周五個場景的教學實驗。五個場景進行時,除仍依學生反應進行場景活動修正微調外,並邀請其他特教教師和語言治療師體驗,針對場景與相關活動設計給予意見。本實驗所有階段的場景設計都以學生生活周遭有關的場景為主,如家中廚房、超市、學校健康中心和遊戲場、交通設施…等,讓其學習能與生活聯結,促進學習類化,以利於學生能將虛擬場景所學的語彙和語句運用於生活中。每個場景的學習活動遊戲化,學生被賦予任務,要闖關完成四個關卡。每單元活動分為初階詞彙活動(場景物件命名)、進階詞彙活動(場景物件歸類、定義和推理能力訓練)、語句活動(依該單元句型進行語句的聽理解反應與口說表達活動)和評量活動(綜合評量或延伸活動)四部分。學生在第二階段五個單元的學習活動完成後及一個月後以相同的標準化語言能力測驗及自編詞彙和語句成就測驗進行後測及延宕後測,以比較實驗前後的語言能力進展,探究這些有語言發展遲緩共病的身心障礙兒童在使用Second Life 3D虛擬情境進行學習後,其口語語彙和語句能力是否能有效提升。此外並收集家長意見及對學生進行訪談。研究結果發現,這三種類型障礙的學生,在語彙能力和語句能力上都有顯著的進步,且在說故事的語句長度、語句結構複雜度、語句量也有明顯的提升。家長問卷結果也顯示家長發現學生的語言能力有所進步,與實驗結果相符。除此之外,從教學過程錄影帶分析、學生訪談錄影內容,也顯示學生對於此二階段共八個場景的虛擬情境活動有高度的興趣,這樣的實驗設計能有效提升學習動機、專注力長度和行為自控能力。

    This study applied a design-based research method, with the cooperation of an interdisciplinary team of computer programmers, scholars of language teaching, and special education teachers, to identify the practical problems of special education students, and then developed virtual environments in Second Life. These virtual environments were programmed with language learning activities for the special education students to use, by way of iterative cycles of testing, evaluating, and refining from various aspects of multiple data, in order to create an effective, barrier-less, multi-sensory virtual environment to enhance their Chinese vocabulary and sentence learning. This experiment has a two-stage experiments design, and was conducted on 4 students with disabilities who were diagnosed with mild autism spectrum disorder (ASD), mild mental retardation (MR), or attention-deficit hyperactivity disorder (ADHD). All students were comorbid with language delay. After standardized and teacher-made language assessments were administrated at the preparation stage as pre-tests to establish a baseline for this study, the first stage of the experiment was followed by three weeks of vocabulary and sentence formation learning activities in three different virtual settings in Second Life, from which the research team observed students’ reactions and discussed the problems students were confronted with in the 3D virtual world. Afterwards, the research team developed principles for modifying the designs of the 3D virtual settings. Then, a five-week period commenced as the second stage, in which five virtual settings with learning activities tailored to the research team’s findings were administrated. All the virtual settings were designed to resemble places closely related to the daily life of students, such as a kitchen at home, a school health center and play ground, a supermarket, transportation facilities, and so forth. In every unit, participants were asked to complete 4 missions which included a basic vocabulary activity (labeling), advanced vocabulary activities (categorizing, defining, and reasoning the objects), sentence structure practice, and a formative assessment (which functioned as a review of the content or as enrichment activities). After the experiment, participants received the same language assessments both at that time and a month later as a post-test and a delayed post-test. The result showed that all three types of disabled students not only had significant progress in their Chinese verbal abilities in vocabulary and sentence formation, but also in their storytelling competence according to the length, quality, and quantity of sentences. In addition, students showed better motivation, longer persistent attention, and improved self-control in the virtual world.

    目錄 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 2 第三節 研究問題 2 第四節 研究範圍與限制 2 第五節 名詞解釋 3 第六節 本研究的重要性 5 第二章 文獻探討 6 第一節 一般學齡兒童的口語能力發展 6 第二節 身心障礙兒童的口語能力發展與障礙 8 第三節 目前針對身心障礙兒童口語障礙共病的介入方式 14 第四節 虛擬情境的特性 21 第五節 虛擬情境在身心障礙者的應用 23 第三章 研究方法 33 第一節 研究對象 33 第二節 研究設計與流程 35 第三節 研究工具 37 第四節 資料蒐集與分析 43 第四章 準備階段-教材設計與平台建置 45 第一節 發現問題與學生需求分析 45 第二節 文獻探討與尋找可行的教學資源 46 第三節 擬定所需的虛擬情境主場景與內容 47 第四節 場景建置與功能設計 48 第五節 學生語言能力前測 50 第五章 第一階段實驗-教材調整與平台調整 55 第一節 研究設計與流程 55 第二節 研究工具 56 第三節 階段性研究成果 56 第六章 第二階段實驗-實驗教學與成效評估 61 第一節 研究設計與流程 61 第二節 研究工具 61 第三節 教學單元活動流程 63 第四節 語言教學介入活動內容 69 第七章 研究結果 71 第一節 各種測驗工具測驗結果 71 第二節 3D虛擬情境介入對全體身心障礙學生之影響 75 第三節 3D虛擬情境介入對個別身心障礙學生之影響 88 第四節 3D虛擬情境介入對身心障礙學生敘事能力之影響 95 第三節 SL 3D虛擬情境介入對身心障礙學生動機與行為之影響 104 第五節 SL 3D虛擬情境介入對身心障礙學生的學習適用性 109 第八章 討論 115 第一節 虛擬情境=無障礙環境? 115 第二節 情境式學習讓實驗結果超乎預期 117 第三節 3D虛擬情境可有效提升歸納和推理能力 118 第四節 3D虛擬情境可有效提升敘事能力 119 第五節 3D虛擬情境可有效提升動機與學習態度並降低學習不相關行為 120 第六節 身心障礙學生對擬真的3D虛擬情境與真實世界的區分 121 第七節 尋寶遊戲教學設計可有效提升學習成效 123 第九章 結論與建議 125 第一節 研究發現與結論 125 第二節 研究限制 125 第三節 建議與展望 126 參考文獻 128 附錄 139 附錄一 學習行為觀察紀錄表 139 附錄二 語言治療師對運用3D虛擬情境輔助教學問卷 141 附錄三 教師對運用3D虛擬情境輔助教學問卷 143 附錄四 家長對運用3D虛擬情境輔助教學實驗問卷 145 附錄五 學習者運用3D虛擬情境學習態度訪談表 147 附錄六 受試者同意書 149 附錄七 自編語彙和語句成就測驗題本 150 附錄八 第一到第八單元詞彙內容 156 附錄九. Second Life 每週語句教學內容概要 157

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