题名 |
虛擬英語村:使用情境任務3D遊戲促進國中生的英語學習 |
并列篇名 |
Virtual English Village: Using a Situational, Task-Based 3D Game to Enhance Students' English Learning |
DOI |
10.6137/RECT.202112_(127).0001 |
作者 |
黃琪芳(Huang, Chi-Fang);陳志洪(Chen, Zhi-Hong);陳浩然(Chen, Howard Hao-Jan) |
关键词 |
任務導向 ; 英語學習 ; 情境式學習 ; 遊戲學習 ; task-based ; English as a foreign language ; situational learning ; game-based learning |
期刊名称 |
教育傳播與科技研究 |
卷期/出版年月 |
127期(2021 / 12 / 31) |
页次 |
1 - 15 |
内容语文 |
繁體中文 |
中文摘要 |
因應國際情勢與教育方針的改變,語言學習的功能性日漸重要,而情境式的設計能使學習者在更為貼近真實語境的環境下互動學習。其中,實體英語村的建置便是英語互動學習環境的典範,惟建立與維護之成本較高,多只能以營隊或校外教學活動的形式帶入教學中。故本研究自行發展一套虛擬英語村系統,讓學習者可以在虛擬的超市環境中穿梭、點擊商品學習單字、與店員互動學習會話,搭配語音辨識即時反饋單字與會話的發音,希望能降低空間成本、提高情境教學的互動優勢,達到英語學習功能性提升。本系統透過任務導向的設計,聚焦於學習目標、從精熟經驗中獲得成就感,影響學習者對英語學習的態度。為了驗證本系統的效果,研究者以55位國中生為對象,進行前實驗設計,前後測的資料收集與分析發現學生在學習成效與自我效能兩方面,皆達到顯著效果。而學習態度中的喜好度亦達顯著,顯示虛擬英語村的情境任務設計,在成效、自我效能與部分態度上,對國中英語學習情意面具有正向的幫助。本研究所設計之虛擬英語村,不只透過情境提升學習成效,任務導向的設計,使學習者的經驗與成就感影響學習者之自我效能及英語學習態度,故認為情境任務導向之虛擬英語村設計為可行之發展方向。 |
英文摘要 |
Communicative language teaching has been increasingly adopted in recent years. Situational learning is a communicative language teaching method that enables students to learn in authentic scenarios. The English village is a teaching tool that places learners in an English immersion environment. However, the high cost of implementing an English village limits its adoption. Therefore, we developed a virtual 3 dimensions (3D) English village game that preserves the interactivity of the situational English village learning environment at a reduced cost. By tapping on items and characters in the game, learners can increase their vocabulary and practice daily conversations. Furthermore, the game features an automatic speech recognition system that provides learners immediate feedback on their pronunciation. The task-based game was designed to promote learners' positive attitudes toward English learning. We collected data from an achievement test, self-efficacy questionnaire, and a learning attitude questionnaire. Analysis of variance results revealed that the game helped learners reach the target learning outcomes; the game also improved their self-efficiency and enhanced certain aspects of their learning attitudes. We speculate that the game's situational nature supports learning effectiveness and the task-based design improves learning attitudes. A virtual English village can be an effective supplement to English as a foreign language education in the future. |
主题分类 |
社會科學 >
教育學 |
参考文献 |
|
被引用次数 |