本研究的目的在設計一套以國中學生為對象的英語拼字遊戲系統,提供學生在遊戲過程中練習英語字彙,同時評估系統在學校中的可用性,並了解學生使用遊戲系統進行學習的態度。本研究所開發的遊戲系統名為「拼字獵人」(Spelling Hunter),其中包含兩款遊戲Synchro與EngPac。 評估遊戲的參與者為台北市某國中七年級學生264名。一開始由老師引導學生進行四週Synchro的遊戲歷程,並回收學生的遊戲紀錄。依遊戲記錄與現場老師回饋,研究者修改遊戲後,持續觀察學生使用字彙的情形至字彙使用率達飽和狀態。另以問卷了解學生使用遊戲的滿意度及態度,作為未來英語字彙遊戲開發之參考。最後研究者開發EngPac遊戲系統,並與Synchro同時在兩個不同班級上實施,一週後回收遊戲數據與遊戲滿意度問卷,並比較兩遊戲在實用性上的表現。 研究結果顯示學生可在拼字獵人遊戲中練習已學過的字彙,對於尚未學過的字彙也會樂於嘗試;Synchro比EngPac在實用性方面得到較高的評價。整體而言,拼字獵人系統具可用性,學生對於利用這個數位遊戲系統進行學習持正向的態度。
The purpose of this research is to design an English spelling game system for junior high students English vocabulary practice, to evaluate the usability of the game system, and to investigate students’ attitude of using the game system. We named this game system “Spelling Hunter”. This game system includes Synchro and EngPac. We invited 264 of grade seventh students from junior high school in Taipei to evaluate this game. First, teacher guided the students to play Synchro for 4 weeks. We obtained students’ gaming record. We modified game designs in accordance with gaming record and teacher’s feedbacks. We observed the words using situation until saturation point. Then we inquire students’ attitude by attitude questionnaire. Finaly, we design EngPac. We compared the using of Synchro with EngPac by game database and attitude questionnaire. The result shows that students can adequately practice English vocabulary by palying ”Spelling Hunter”. They were glad to try unlearned words. Synchro gets more positive comments in the aspect of usability. Generally speaking, “Spelling Hunter” is a usable system, and the students who participated in this system hold positive attitude toward the digital game system.