透過您的圖書館登入
IP:18.118.120.109
  • 期刊

華語文線上社群遊戲即時評測之成效研究

The Result of a Real Time Detection and Feedback System for Chinese Learning by Using Community Game

摘要


傳統的教學活動中,教師通常是採取大班教學、統一課程教材、相同進度、統一考試以及機械化教學法來進行教學活動,難以兼顧學生的個別差異,也不易給予個別課業輔導。 隨著科技的進步與網際網路的發達普及,學生可以利用網路無遠弗屆的特性,透過遠距教學(Distance Learning)或電子學習(E-Learning),隨時隨地的在網路上學習各種知識,對於課程內容有任何不熟悉的地方,除了能不斷的在網路上反覆練習與複習之外,也能藉由網路傳訊、網路聊天室或網路留言版等網路服務的輔助,與他人直接進行問題的討論與研究,使得知識的來源不再侷限於書本或課堂上的教學,在這方面已有相當多的傑出研究者進行深入的研究。 在前人的研究中已指出,藉由線上評測系統,讓學生能於課後進行自我評測,並將相關結果回饋給教師,使得教師可以設定及掌握學生的學習進度,即時得知學生的學習狀況,藉此調整教學目標、教學方法、教學進度及命題難度。而學生則可以利用評量的結果及學習進度的自動調整,對於課程不熟悉的部分多加複習。實驗結果分析顯示,使用線上學習及線上評測系統的學生,其評量的成績比在傳統課堂上課的學生來得高,且使用系統次數愈多、上線時間愈長的學生其學習成就愈高,與其命題測驗成績皆成正相關,可見得線上學習及線上評測系統對學生的學習是有所助益的。然而如何提高學生的使用次數及參與度,則甚少相關研究討論。 本研究為解決上述問題,以台灣國家華語測驗推動工作委員會之模擬試題為內容,評測之方式分為前測、練習測驗及綜合測驗,並設計兩種不同表現模式之線上即時評量:一種為線上社群遊戲即時評測,另一種為傳統教學平台之線上即時評測。受試者為分別來自6個國家之大學生,本研究將同一國家近似程度之受試者分為實驗組與對照組,實驗組運用線上社群遊戲進行即時評測;對照組以傳統教學平台進行即時評測,進行為期3個月的教學實驗。本研究在實驗後發現,實驗組之學習成效高過對照組之學習成效,高達24%;實驗組之上線時間與參與程度,更明顯高過對照組許多。顯見運用線上社群遊戲進行即時評測之成效較其一般的線上學習評測有效。 本研究以線上評測之相關研究為基礎,並以不同的模式進行學習成效分析,希望各界方家不吝指正是幸。

並列摘要


In traditional teaching activities, teacher not only teaching in large class but taking the unite curriculum, examination and mechanical approach. Moreover, the subtle differences among students are not easy detected by teachers during the class, and teachers are not easy to instruct by individual. In the wake of technology progress and widely used network, the merits of internet are being used in teaching. Students can learn or question through the distance learning or e-learning, if they are not familiar with the course materials. Furthermore, the knowledge of the source is no longer limited to books or classroom teaching, students commit research or surf online materials by the way of network communication such as internet chat rooms and online discussion boards. In a nutshell, there are a considerable number of distinguished researchers have been thoroughly study that. In previous studies point out that teacher can gather the learning results of student through online evaluation system. Allows teachers to set and control the learning progress of student and to adjust teaching method, even to establish a testing standard for student. On the other hand, student can reset their learning objectives based on online evaluation system, and review the courses they are not proficient with it. The experiment result showed that student who using the online evaluation system can score highly than those who are not using the evaluation system. And the high participant rate is definitely related to the learning achievement, both are positive correlation. However, how to promoted student participant rate and frequency of rate are dilemma in modern research. For solving above barriers, this report took the online mock test of SCTOP (Steering Committee for the Test Of Proficiency-Huayu) as major content to divided into pre-test, practice test and integrated test. Also designing two different modes of online evaluation: one is real-time evaluation online community games and the other is traditional real-time evaluation on teaching platform. The subjects were the universities students from six countries and separated into experiment group and control group. Experiment group evaluated by real-time online community game and control group is by contrast. After the three months experiment, the learning efficiency of experiment group is obvious higher than control group about 24 percent, also it showing on the participant rate and on-line time. For those reason, the using of online community game is efficiency than other online learning. This study is based on related research of online evaluation system, and commit on different modes. Hoping the suggestions would be offered by experts who are study in this field.

參考文獻


張于忻(2008)。華語文遊戲設計與實務。中原華語文學報。2,113-133。
Yu-Hsin, Chang. (2010). How to devise and make the digital games of TCSL: in learning grammer and culture. Unpublished.
Chang, Yu-Hsin(2009).How to devise the digital games of teaching Chinese as a second language.American Council on the Teaching of Foreign Languages (ACTFL) Annual Meeting.(American Council on the Teaching of Foreign Languages (ACTFL) Annual Meeting).:
LaMothe, Andre(1995).Black Art of 3d Game Programming.Waite Group Press.
Reese, D.(2000).Using multiplayer games to teach interprocess communication mechanisms.ACM Special Interest Group on Computer Science Education=SIGCSE.

被引用紀錄


童斐瑜(2011)。運用課程本位注音符號測量提升國小一年級學習低成就學生注音符號能力之研究〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/cycu201100616

延伸閱讀