本研究主要在探討採用英語桌上遊戲的英語教學活動對國小一年級學童在英語字母的學習成效及提升學習興趣的關聯性,並探討學生對於英語字母的辨識程度進步是否會提升其英語的學習興趣。本研究以實驗設計方式進行英語桌遊對於學習興趣學習成效的驗證,實驗工具為本研究自行發展的英語桌上遊戲,並透過15名實驗組、15名對照組進行為期四週的實驗。結果發現:1、英語桌遊可以顯著提升學習者的英語學習興趣。2、英語桌遊對學習者的英語學習成效有顯著正向影響。3、英語字母的辨識進步程度對於英語學習興趣的提升僅部分成立,亦即僅實驗組成立,對照組並不成立。並提出建議如下:1、由實驗得知英語桌遊對英語教學成效提升確實有助益,教學者可以依照學習者的程度將學生分組,並針對不同程度的組別設計出難易度不同的活動。2、建議未來研究者可以針對低成效學童進行英語桌遊實驗教學,並針對英語四項基本能力的細項指標去探討學生的進步成效。
This study aimed to examine the effects of adapted English board games on the English alphabet recognition and promoting the learning interests on English of first graders. In this study, 30 first-graders were randomly selected and divided into the experimental group and the control group, each group had fifteen students. The researcher used the adapted table top game as the teaching material for the experimental group. The experiment has taken 4 weeks, once in a week, and 40 minutes every time. During the experiment, the experimental group and control stayed in the same classroom. The experimental group played the adapted board game. In the meantime, the control group played other irrelevant games. There are 3 findings. (1) The points the experimental group got from the post-test were significantly higher than the points the experimental group got from the pre-test. However, the p values from both groups are both statistically significant at α level is 0.00. (2) For learning interests from the difference between pre-test and post-test, the p values from both groups were both not statistically significant. Nevertheless, the control had gained more learning interests than the experimental group had gained. (3) Of all the squads in the experimental group, the squad of not joining any after-school English classes has the most significant difference. According to the mentioned above, there are few recommendation for the future study and teaching. (1)Teachers can divide the students into the groups by their levels, and they should design different activities for the students from different levels. (2) For the future study, researchers can launch the laboratory teaching of adapted English board games for the low English achievers, and evaluate the students’ progress by the particular targets of four basic competences.