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  • 學位論文

英語教學融入行動遊戲之研究與創作─以針對國四年級設計之卡牌遊戲為例

Creation and Research on the Integration of English Teaching into Mobile Games– A Case Study of a Card Game Designed for Fourth Grade Students in Elementary School

指導教授 : 鄭建文

摘要


二十一世紀為知識經濟的年代,隨著網路科技與多媒體的發展與進步,使得傳統教育方式面臨改變,從傳統紙本教材往多媒體教材演進,"教育資訊化"變為目前教育發展的主要重心,其中數位遊戲式教學已在許多研究中,證實具有比傳統教育方式更生動、更容易引起學童興趣的特點,因此,也逐漸受到教育界的重視。在多媒體媒介中,行動裝置發展快速,且行動裝置具直覺的操作介面,其多點觸控的輸入方式讓兒童不需要特別說明即可使用,對於兒童的學習輔助有極大的優勢與潛力。有鑑於此,本研究以數位遊戲式教學為基礎,開發應用程式,將英語教學融入生動、活潑的遊戲情境,期能藉由行動裝置的優勢輔助國小學童的英語學習。 本研究經由文獻與相關案例的探討,歸納出英語學習應用程式應有之創作要素以及適用於學童的互動設計原則,且依據其理論基礎進行應用程式的創作劃,實際開發出應用程式。接著,將應用程式導入於學童學習環境之中,觀察並分析學童的互動、操作行為以及英語學習成效,以檢視本研究之創作成果。最後,研究者回顧本研究之創作歷程,針對相關研究成果進行歸納探討,提出具體建議。

並列摘要


The twenty-first century is an era of knowledge-based economy wherein education has evolved from traditional paper text books into multimedia materials along with the development and progress of network technology and multimedia. “Educational informatization” becomes the main focus of the current education development, among which digital game-based teaching has been proven in many studies to have more vivid characteristics that can better trigger students’ interests than traditional education methods, thus being gradually valued by the education circle. In terms of multimedia platforms, mobile devices develop rapidly with intuitive user interface, the multi-touch input method of which allows children to use it without special instructions and has great advantages and potential in aiding children’s learning. Therefore, this study is based on digital game teaching to develop application programs and integrate English teaching into vivid and lively game situations, hoping to assist elementary school students in English learning with the advantages of mobile devices. Through the exploration of literature and relevant cases, the study summarized the creative elements of English learning application programs as well as interactive design principles applicable to children, made the creation plan of application programs based on theory, and practically developed application programs. Then, such application programs were applied in school children’s learning environment to observe and analyze students’ interaction, operating behavior and English learning efficacy, so as to view the creative results of this study. Finally, the researchers reviewed the creative process of this study and proposed concrete suggestions based on the summary and discussion of relevant research results.

參考文獻


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被引用紀錄


莊雅涵(2016)。以認知策略為核心之遊戲設計與成效探究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2016.01082

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