| 研究生: |
胡庭芸 Ting-Yun Hu |
|---|---|
| 論文名稱: |
教育桌遊對學習成效、語言學習焦慮與課程滿意度之影響:以初級華語教學課程為例 The Effects of Applying Educational Board Games on Learning Outcomes, Language Learning Anxiety, and Program Satisfaction: A Case Study of an Elementary Chinese Language Teaching Course |
| 指導教授: |
劉旨峯
Zhi-Feng Liu |
| 口試委員: | |
| 學位類別: |
碩士 Master |
| 系所名稱: |
文學院 - 學習與教學研究所 Graduate Institute of Learning and Instruction |
| 論文出版年: | 2024 |
| 畢業學年度: | 112 |
| 語文別: | 中文 |
| 論文頁數: | 177 |
| 中文關鍵詞: | 遊戲教學 、華語教學 、學習焦慮 、教育桌遊 、閃字卡 |
| 外文關鍵詞: | game-based learning, Chinese language teaching, learning anxiety, educational board games, flashcards |
| 相關次數: | 點閱:14 下載:0 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
本研究旨在探討運用教育桌遊的華語課程與運用閃字卡的講述式華語課程在對外華語學習者的學習成效、語言學習焦慮以及課程滿意度之間的影響,融入桌遊之教學內容主要基於「國教院語法點分級標準檢索系統」與日常生活常見物品的生詞去進行設計,教學目標是希望A1的華語學習者能使用基礎的語法去進行簡單的華語句子輸出,教學設計上會先講解目標生詞,於練習與複習階段則施用教育桌遊;講述式教學組之教學內容相同,僅在練習與複習階段佐以閃字卡輔助。所有受試者均會進行語言學習焦慮之前測與後測,並在課程結束後填寫課程滿意度問卷,資料蒐集完成後會透過獨立樣本t檢定和無母數分析以及半結構式訪談的方式去檢驗學習成效與語言學習焦慮及課程滿意度之間是否有交互作用。研究結果為在採用教育桌遊的組別有較高的學習成效,而採用閃字卡的組別則有較低的學習焦慮;學習成效則與課程滿意度呈現正相關,顯示較滿意課程者的學習成效也較佳。
The purpose of this study is to investigate the effects of applying educational board games and flashcards on the learning effectiveness, language learning anxiety, and program satisfaction of foreign learners of Chinese in a Chinese language program. The teaching goal is to enable A1 Chinese language learners to use basic grammar to produce simple Chinese sentences. The teaching design is to explain the target vocabulary first, and then educational board games will be applied in the practice and review stages. The teaching content of the narrative group is the same, with flashcards used as a supplement in the practice and review stages. At the end of the course, all participants took the pre-tests and post-tests regarding their language learning anxiety and completed the course satisfaction questionnaires. After data collection, the independent sample t-test, nonparametric analysis, and semi-structured interviews were conducted to examine whether there was an interaction between learning effectiveness, language learning anxiety, and course satisfaction. The results of the study showed that the group where educational board games had been applied demonstrated better learning outcomes, and that the group where flashcards had been used showed lower learning anxiety, while learning outcomes were positively correlated with program satisfaction, indicating that those who were more satisfied with the program also demonstrated better learning outcomes.
中文文獻
王宥心、胡庭芸、楊喬淩、謝宜臻、邱詩婷、楊茜斐、溫如梅(2021 年 12 月 19 日)。桌遊融入華語教學能否降低學習焦慮、提升口語表達能力?〔口頭發表〕。2021 第 20 屆台灣華語文教學年會暨國際學術研討會,台北市,台灣。
施景崴、郭郡羽、熊乃歡(2022)。探究不同的教學語言及訓練教學方案對外籍照顧服務員口腔照護學習成效之影響。教育科學研究期刊,67(1),63-93。
施湘嵐(2017)。桌遊融入華語文教學成效之行動研究﹝碩士論文,國立屏東大學﹞。臺灣博碩士論文知識加值系統。
洪鈺欣(2017)。雲端教育科技對於學習經驗成效之研究 [doctoral dissertation, National Taiwan University]. airiti Library.
胡庭芸、溫如梅、劉旨峰(2023 年 11 月 3-4 日)。基於ADDIE模式設計之教育桌遊探討:以華語教學桌遊「察言觀色」為例。2023 第10屆國際華語文教師研討會」暨「第13屆華語文研究生研討會,台北市,台灣。
徐政揚(2022)。線上桌遊融入華語遠距文化教學研究──以臺灣廟宇文化為例。﹝碩士論文。文藻外語大學﹞臺灣博碩士論文知識加值系統。
江育美, 陳思維 & 陳劉根(2021). 學生學習成效與學習滿意度關係之研究--以醒吾科技大學企管系為例. 醒吾學報, 1-21.
黃儀瑄(2006)。外籍華語學習者學習焦慮之狀況、原因與因應方式初探〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-0712200716114591
溫如梅(2019)。遊戲化華語教學之研究—以創意思考螺旋融入教育桌遊為例﹝博士論文,國立中央大學﹞。臺灣博碩士論文知識加值系統。
詹小慧(2021)。桌遊融入華語線上文化教學對兒童學習動機與學習成效之影響﹝碩士論文,國立臺灣師範大學﹞。臺灣博碩士論文知識加值系統。
詹明峰、張鐵懷(2018)。遊戲學習分析架構。數位學習科技期刊,10(3),1-20。
廖宜岑(2018)。桌上遊戲作為華語課堂中活動之行動研究-以聽說能力訓練為目的﹝碩士論文,國立暨南國際大學﹞。臺灣博碩士論文知識加值系統。
西文文獻
Adams, S. P., & Du Preez, R. (2022). Supporting student engagement through the gamification of learning activities: A design-based research approach. Technology, Knowledge and Learning, 1-20.
Alonso‐Fernández, C., Martínez‐Ortiz, I., Caballero, R., Freire, M., & Fernández‐Manjón, B. (2020). Predicting students' knowledge after playing a serious game based on learning analytics data: A case study. Journal of Computer Assisted Learning, 36(3), 350-358.
Azizan, M. T., Mellon, N., Ramli, R. M., & Yusup, S. (2018). Improving teamwork skills and enhancing deep learning via development of board game using cooperative learning method in Reaction Engineering course. Education for Chemical Engineers, 22, 1-13.
Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education, 70, 65-79.
Boghian, I., Cojocariu, V. M., Popescu, C. V., & Mâţӑ, L. (2019). Game-based learning. Using board games in adult education. Journal of Educational Sciences & Psychology, 9(1).
Cerqueiro, F.F., & Castro, M.C. (2015). Board-games as review lessons in English language teaching: useful resources for any level.
Chao, C., & Fan, S. (2020). The Effects of Integrating Board Games into Ice-breaking Activities in a Fifth-Grade English Class to Reduce Students’ Anxieties. English Language Teaching.
Chen, K. C., Wu, C. J. ,& Chen, G. D. "A Digital Board Game Based Learning System for Authentic Learning," 2011 IEEE 11th International Conference on Advanced Learning Technologies, Athens, GA, USA, 2011, pp. 25-29, doi: 10.1109/ICALT.2011.16.
Chen, Y., Zhang, L., & Yin, H. (2022). A Longitudinal Study on Students’ Foreign Language Anxiety and Cognitive Load in Gamified Classes of Higher Education. Sustainability.
Covaci, A., Ghinea, G., Lin, C. H., Huang, S. H., & Shih, J. L. (2018). Multisensory games-based learning-lessons learnt from olfactory enhancement of a digital board game. Multimedia Tools and Applications, 77, pp. 21245-21263.
Gonzalo-Iglesia, J. L., Lozano-Monterrubio, N., & Prades-Tena, J. (2018). The usage of game-based learning in university education. How to motivate and foster creativity among adult students through board games. Proceedings of Play2Learn, 4, 67-84.
Holmes, J. B., & Gee, E. R. (2016). A framework for understanding game-based teaching and learning. On the horizon, 24(1), 1-16.
Horwitz, E. (2001). Language anxiety and achievement. Annual review of applied linguistics, 21, 112-126.
Hou, H. T., Fang. Y. S., & Tang, J. T. (2021). Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability, Interactive Learning Environment.
Karbownik, M. S., Wiktorowska-Owczarek, A., Kowalczyk, E., Kwarta, P., Mokros, Ł. & Pietras, T. (2016), Board game versus lecture-based seminar in the teaching of pharmacology of antimicrobial drugsa randomized controlled trial. FEMS Microbiol Lett. 363(7):fnw045.
Kim, S., Song, K., Lockee, B., & Burton, J. (2017). What is gamification in learning and education?. In Gamification in learning and education: Enjoy learning like gaming (pp. 25-38). Cham: Springer International Publishing.
Krashen, S. D. (1992). Fundamentals of language education. Torrance, CA: Laredo Publishing Company.
Lin, H. C. K., Lin, Y. H., Wang, T. H., Su, L. K., & Huang, Y. M. (2020). Effects of incorporating ar into a board game on learning outcomes and emotions in health education. Electronics, 9(11), 1752.
Lin, Y. C., & Hou, H. T. (2024). The evaluation of a scaffolding-based augmented reality educational board game with competition-oriented and collaboration-oriented mechanisms: differences analysis of learning effectiveness, motivation, flow, and anxiety. Interactive Learning Environments, 32(2), 502–521.
Liu, E. Z. F. (2011). Avoiding Internet addiction when integrating digital games into teaching. Social Behavior and Personality: An international journal, 39(10), 1325-1336.
Liu, Z. Y., Shaikh, Z. A., & Gazizova, F. (2020). Using the Concept of Game-Based Learning in Education. International Journal of Emerging Technologies in Learning.
Markey, K., Swanson, F., Jenkins, A., Jennings, B. J., St Jean, B., Rosenberg, V., & Frost, R. L. (2008). The effectiveness of a web-based board game for teaching undergraduate students information literacy concepts and skills. D-Lib Magazine, 14(9/10), 1082-9873.
Na, Z. (2007). A study of high school students’ English learning anxiety. The Asian EFL Journal, 9(3), 22-34.
Pradana, M. D., & Uthman, Y. O. O. O. (2023). Development of Aqidah Akhlak Learning Media" Board Game Based on Education Fun on the Theme of Commendable Morals (E-Fun A2M)" for High School Students. Assyfa Learning Journal, 1(1), 25-36.
Ramani, G. B., Siegler, R. S., & Hitti, A. (2012). Taking it to the classroom: Number board games as a small group learning activity. Journal of educational psychology, 104(3), 661.
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77-112.
Torrado Cespón, M., & Díaz Lage, J. M. (2022). Gamification, Online Learning and Motivation: A Quantitative and Qualitative Analysis in Higher Education. Contemporary Educational Technology, 14(4).
Treher, E. N. (2011). Learning with board games. The Learning Key Inc.
Viray, J. (2016). Engaging students through board games: Measuring its effectiveness on academic performance. International Journal of Scientific and Research Publications, 6(10), 5-7.
Wang, S. I. C., Chiu, L. P., & Liu, E. Z. F. (2023). Board Games as Alternative Method of English Language Teaching in Taiwanese Studies. Eurasian Journal of Applied Linguistics, 9(3), 247-259.
Wen, J. M., Do, H. D., Liu, E. Z. F., Lin, C. H., & Huang, S. K. (2020). Educational board game and flashcard: Which one is better for learners at beginner level of Chinese language?. International Journal of Serious Games, 7(4), 89-104.
Wen, J. M., Do, H. D., Liu, E. Z. F., Lin, C. H., & Huang, S. K. (2023). Strengthening writing ability among students learning Chinese as a second language through creative thinking spiral teaching strategy. SAGE Open, 13(3), 21582440231179710.
Wen, J. M., Lin, C., & Liu, E. Z. F. (2019). Integrating educational board game in Chinese learning environment to enhance students' learning performance and flow experience. International Journal of Online Pedagogy and Course Design (IJOPCD), 9(4), 31-43.
Wu, C. J., Chen, G. D. & Huang, C. W. (2014). Using digital board games for genuine communication in EFL classrooms. Education Tech Research Dev, 62, pp. 209-226. Zhonggen, Y. (2019). A meta-analysis of use of serious games in education over a decade. International Journal of Computer Games Technology, 2019.