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研究生: 吳旻杰
Min-chieh Wu
論文名稱: 探討大型多人線上角色扮演遊戲下註釋與頻率對非刻意字彙習得成效之影響
Effects of Gloss and Frequency on Effectiveness of Incidental Vocabulary Acquisition in an MMORPG
指導教授: 楊接期
Jie-chi Yang
口試委員:
學位類別: 碩士
Master
系所名稱: 資訊電機學院 - 網路學習科技研究所
Graduate Institute of Network Learning Technology
論文出版年: 2015
畢業學年度: 103
語文別: 中文
論文頁數: 83
中文關鍵詞: 大型多人線上角色扮演遊戲非刻意字彙習得註釋頻率
外文關鍵詞: MMORPG, Incidental Vocabulary Acquisition, Gloss, Frequency
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  • 本研究之實驗對象為大學生,年齡約20至23歲,使用研究者自行開發的大型多人線上角色扮演遊戲(Massively Multiplayer Online Role-Playing Game, MMORPG)作為英語學習用途。受試者使用MMORPG系統後,註釋類型與註釋頻率對非刻意字彙習得的影響,而高和低遊戲經驗是否存在非刻意字彙習得成效之差異。
    本研究探討受試者使用MMORPG遊戲後,是否提升非刻意字彙習得成效。研究結果顯示,前和後測的字彙知識等級測驗(Vocabulary Knowledge Scale, VKS)分數有顯著差異。高遊戲經驗組的前和後測VKS分數有顯著差異,低遊戲經驗組的前和後測VKS分數有顯著的差異。兩組之間在VKS進步分數上沒有差異。
    本研究探討受試者在MMORPG中接觸註釋後,註釋類型以及高和低遊戲經驗對提升非刻意字彙習得是否存在差異。研究結果顯示,註釋full gloss和retrieval gloss以及inference gloss的前和後測之VKS進步分數有顯著差異,inference gloss的VKS進步分數顯著高於full gloss,而retrieval gloss和inference gloss沒有差異,retrieval gloss和full gloss沒有差異。因此,inference gloss比full gloss有助於提升非刻意字彙習得成效。以遊戲經驗分組,高遊戲經驗組之retrieval gloss的VKS進步分數顯著高於full gloss,而retrieval gloss和inference gloss沒有差異,inference gloss和full gloss沒有差異。因此,retrieval gloss比full gloss有助於提升非刻意字彙習得成效。而低遊戲經驗組之full gloss和retrieval gloss以及inference gloss之間都沒有差異。
    本研究探討受試者在MMORPG中接觸閃卡後,頻率以及高和低遊戲經驗對非刻意字彙習得成效之關係。結果顯示,頻率與非刻意字彙習得成效為低度正相關,達顯著水準。高遊戲經驗受試者,呈無相關,未達顯著水準。低遊戲經驗受試者,呈低度正相關,達顯著水準。


    This study investigates effects of a massively multiplayer online role playing game (MMORPG) on incidental vocabulary acquisition. The MMORPG was specifically designed for English learning. Participants of this study were university students (20 to 23 years old) in Taiwan. This study explores how glossing types and frequency of gloss impact incidental vocabulary acquisition, also explores whether different game experience lead to variations of effectiveness on incidental vocabulary acquisition.
    Regarding the overall effectiveness of incidental vocabulary learning using MMORPG, the results demonstrate a significant difference between test scores on Vocabulary Knowledge Scale (VKS) that were administered before and after the experiment. For both high and low game experience groups, the pre- and post-scores on VKS show significant difference, while no significant difference in VKS gain score is identified between the two groups.
    Regarding the impact of glossing types and game experience on the effectiveness of incidental vocabulary learning, the results show that full gloss, retrieval gloss, and inference gloss have significant difference between pre- and post-VKS gain scores. Inference gloss was significantly higher than full gloss, and there is no difference between retrieval gloss and inference gloss, and between retrieval gloss and full gloss. Therefore, inference gloss enhances incidental vocabulary acquisition more than full gloss does. For high game experience group, retrieval gloss was significantly higher than full gloss, and there was no difference between retrieval gloss and inference gloss, and between inference gloss and full gloss. Thus, for the high game experience students in this study, retrieval gloss could enhance incidental vocabulary acquisition than full gloss does. For the low game experience group, no difference in performance could be identified among full gloss, retrieval gloss, and inference gloss.
    Regarding the relationship between effectiveness of incidental vocabulary acquisition and flashcard frequency and game experience, the results show that frequency of flashcard is positively correlated to the effectiveness of incidental vocabulary acquisition, but at a marginally significant level. For the high game experience group, no correlation was found. For the low game experience group, a significant positive correlation was found, although at a moderate level.

    摘要 I Abstract III 目錄 V 圖目錄 VII 表目錄 VIII 第一章、 緒論 1 1-1 研究背景與動機 1 1-2 研究目的 2 1-3 研究問題 3 第二章、 文獻探討 4 2-1 MMORPG在英語學習上的應用 4 2-2 非刻意字彙習得 5 2-3 註釋(Gloss) 6 2-4 頻率(Frequency) 8 第三章、 系統設計與實作 10 3-1 系統架構 12 3-2 學習內容 19 3-3 系統操作流程 24 第四章、 研究方法 30 4-1 研究架構 30 4-2 研究對象 31 4-3 研究工具 32 4-3-1 字彙知識等級測驗 32 4-3-2 遊戲經驗問卷 33 4-3-3 MMORPG遊戲系統 33 4-3-4 系統記錄檔 33 4-3-5 遊戲錄影檔 34 4-4 實驗流程 34 4-5 資料處理與分析 35 第五章、 結果與討論 36 5-1 學習者使用本系統對非刻意字彙習得成效之影響 36 5-1-1 本系統是否能提升非刻意字彙習得成效? 36 5-1-2 高和低遊戲經驗對非刻意字彙習得成效有無差異? 37 5-2 註釋(full gloss, retrieval gloss, inference gloss)對非刻意字彙習得成效之影響 38 5-2-1 註釋是否能提升非刻字彙習得成效? 38 5-2-2 註釋對非刻意字彙習得成效有無差異? 39 5-2-3 高和低遊戲經驗在註釋下對非刻意字彙習得成效有無差異? 42 5-3 頻率(閃卡查看次數)與非刻意字彙習得成效之關係 46 5-3-1 閃卡查看次數與非刻意字彙習得成效之關係? 46 5-3-2 高和低遊戲經驗在閃卡查看次數與非刻意字彙習得成效之關係? 47 5-4 討論 49 5-4-1 學習者使用本系統對非刻意字彙習得成效之影響 49 5-4-2 註釋對非刻意字彙習得成效之相關性 49 5-4-3 頻率(閃卡查看次數)與非刻意字彙習得成效之相關性 52 第六章、 結論 53 6-1 研究結論 53 一、 本系統可提升非刻意字彙習得成效 53 二、 註釋可提升非刻意字彙習得成效 53 三、 高和低遊戲經驗在註釋下對非刻意字彙習得成效之影響 53 四、 頻率(閃卡查看次數)與非刻意字彙習得成效之關係 54 五、 高和低遊戲經驗在頻率(閃卡查看次數)與非刻意字彙習得成效之關係 54 6-2 研究貢獻 54 6-3 未來工作 55 參考文獻 56 附錄一 字彙知識等級測驗 58 附錄二 遊戲經驗問卷 64 附錄三 閱讀文本 66

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