English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 113648/144635 (79%)
Visitors : 51613683      Online Users : 243
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/123687


    Title: 桌遊對臺灣國小學童英語文法學習之影響
    The effects of board games on english grammar learning of elementary students in Taiwan
    Authors: 余欣蓉
    Yu, Hsin-Rong
    Contributors: 許麗媛
    Hsu, Li-Yuan
    余欣蓉
    Yu, Hsin-Rong
    Keywords: 桌遊
    英語文法學習
    英語教學
    英語為外語之學童
    Board games
    English grammar learning
    English teaching
    Young EFL learners
    Date: 2019
    Issue Date: 2019-06-03 13:06:29 (UTC+8)
    Abstract: 本研究旨在探討桌遊應用於英語文法教學對國小學童的學習成效,並分析桌遊文法教學對於高成就學生與低成就學生之影響與差異。研究對象為某公立國小的100名五年級學生,同時將其分為實驗組與控制組,進行為期八週的桌遊英語文法教學課程。研究工具以自編英語文法測驗作為前後測、學生學習感受問卷及訪談,而資料處理的方式同時以量化與質化進行分析。研究結果發現,雖然兩組學生在文法學習上皆有顯著的進步,但桌遊組學生的後測成績略高於控制組學生。其中,桌遊組當中的低成就學生,後測成績有明顯大幅度的進步,顯示桌遊教學對低成就學生成效較佳。此外,在問卷與訪談結果中發現,學生普遍對桌遊課程抱持正向感受,且有百分之九十以上的學生認為桌遊課程能幫助自己提升英語學習。最後,依據本研究結果提出相關建議,供日後桌遊文法教學與研究之參考。
    The study aimed to investigate the effect of implementing board games on students’ English grammar learning and to analyze whether the improvement differs between high- and low-achievers. A total of one-hundred 5th graders were recruited, and they were assigned into experimental group and control group. Meanwhile, all the participants were provided the grammar instruction for eight weeks. Data were collected through both quantitative and qualitative methods. The instruments included pre- and post-test, questionnaire and interviews. According to the results, it showed that although students from both groups scored significantly higher in the post-test after the grammar instruction, the experimental group scored slightly higher than the control group. Moreover, the low-achievers in the experimental group made more progress than those high-achievers, indicating that the use of board games seems to be more effective for low-achievers. It also suggested that over 90% of the students had highly positive comments toward the instruction. Finally, based on the results of this study, some suggestions for English teaching and further studies are provided.
    Reference: English

    Asher, J. J. (1977). Learning another language through actions: The complete teacher’s guidebook.
    Benson, P., & Chik, A. (2011). Towards a more naturalistic CALL: Video-gaming and language learning. International Journal of Computer-assisted Language Learning, 1(3), 1–13.
    Brom, C., Buchtova, M., Sisler, V., Dechterenko, F., Palme, R., & Glenk, L. M. (2014). Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi‐experimental study. Computers and Education, 79, 69–100.
    Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
    Cameron, J., & Pierce, W. D. (1994). Reinforcement, reward, and intrinsic motivation: A Meta-analysis. Review of Educational Research, 64, 363-423.
    Celce-Murcia, M. (1991), Grammar Pedagogy in Second and Foreign Language Teaching. TESOL Quarterly, 25: 459-480.
    Charlier, N., De Fraine, B., 2013. Game-based learning as a vehicle to teach first aid content: a randomized experiment.
    Chen, C. M., & Chung, C. J. (2008). Personalized mobile English vocabulary learning system based on item response theory and learning memory cycle. Computers & Education, 51(2), 624–645.
    Chen, H. R., & Lin, Y. S. (2016). An examination of digital game‐based situated learning applied to Chinese language poetry education. Technology, Pedagogy and Education, 25(2), 171–186.
    Cheung, A., & Harrison, C. (1992). Microcomputer adventure games and second language acquisition: A study of Hong Kong tertiary students. In M. C. Pennington & V. Stevens (Eds.), Computers in applied linguistics (pp. 155–178). Clevedon: Multilingual Matters.
    Chomsky, N. (1959). Language, 35 (l), 26-58.
    Churchill, D., & Hedberg, J. (2008). Learning object design considerations for small-screen handheld devices. Computers & Education, 50(3), 881–893.
    Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). New Jersey, NJ: Lawrence Erlbaum.
    Diependaele, K., Lemhöfer, K., & Brysbaert, M. (2013). The Word frequency effect in first- and second-language word recognition: A Lexical entrenchment account. The Quarterly Journal of Experimental Psychology, 66(5), 843-863.
    Drönyei, Z. (2001) Teaching and researching motivation. Edinburgh Gate, England: Pearson Education.
    Duffy, M. C., & Azevedo, R. (2015). Motivation matters: Interactions between achievement goals and agent scaffolding for self-regulated learning within an intelligent tutoring system. Computers in Human Behavior, 52, 338–348.
    Ebbinghaus, H. (1964). Memory: A Contribution to Experimental Psychology. New York, NY: Dover
    Elliott, E. S., & Dweck, C. S. (1988). Goals: An Approach to motivation and achievement. Journal of Personality and Social Psychology, 54, 5-12.
    Ellis, R. (2006). Current Issues in the Teaching of Grammar: An SLA Perspective.
    García‐Carbonell, A., Rising, B., Montero, B., & Watts, F. (2001). Simulation/ gaming and the acquisition of communicative competence in another language. Simulation & Gaming, 32(4), 481–491.
    Ghaemi, F., & Ebrahimi, F. (2015). The impact of implementing computer games and motor activity on early EFL vocabulary achievement. Theory and Practice in Language Studies, 5(6), 1216-1225.
    Ghanbaran, S., & Ketabi, S. (2014). Multimedia games and vocabulary
    learning. Theory and Practice in Language Studies, 4(3), 489-496.
    Gingsburg, H., & Opper, S. (1971). Piaget’s theory og intellectual development. Eaglewood Cliffs, NJ: Prentice-Hall.
    Gobet, F., de Voogt, A., & Retschitzki, J. (2004). Moves in mind: The Psychology of board games. Hove, UK: Psychology Press.
    Hainey, T., Westera, W., Connolly, T. M., Baxter, G., Boyle, E. A., Beeby, R., & Soflano, M. (2013). Students` attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands. Computers & Education, 69, 474–484.
    Halliday, M. A. K. (1973). Explorations in the functions of language. London: Edward Arnold.
    Huang, Y. M., Huang, S. H., & Wu, T. T. (2014). Embedding diagnostic mechanisms in a digital game for learning mathematics. Educational Technology Research and Development, 62(2), 187–207.
    Husam Rushdi Ishtawi (2011) The effect of game strategy on the learning of English grammar for the 12thgrade students. The islamic university.
    Hymes, D. (1972). On communicative competence. In J. B. Pride & J. Holmes (Eds.), Sociolinguistics: Selected readings (pp. 269-293). Harmondsworth, England: Penguin.
    Jensen, S. H. (2017). Gaming as an English language learning resource among young children in Denmark. CALICO Journal, 34(1), 1-19.
    Jong, B. S., Lai, C. H., Hsia, Y. T., Lin, T. W., & Lu, C. Y. (2013). Using game-based cooperative learning to improve learning motivation: A Study of online game use in an operating systems course. IEEE Transactions on Education, 56(2), 183-190.
    Klimova, B., & Kacet, J. (2017). Efficacy of computer games on language learning. TOJET: The Turkish Online Journal of Educational Technology, 16(4)
    Kohl, H. (1981). A book of puzzlements, play and invention with language. New York.
    Krashen, S., & Terrell, T. (1983). The natural approach. Hayward, CA: Alemany Press.
    Liu, M., & Huang, W. (2011). An exploration of foreign language anxiety and English learning motivation. Education Research International, 12, 1–8
    Margaret Tomlinson Rustick (2007). Grammar Games in the Age of Anti-Remediation. Journal of Basic Writing (CUNY), v26 n1 p43-62
    Marsh, A. P., & Tainio, L. (2009). Other‐repetition as a resource for participation in the activity of playing a video game. The Modern Language Journal, 93(2), 153–169.
    Mayer, R. E. (1983). Can you repeat that? Qualitative effects of repetition and advance organizers on learning from science prose. Journal of Educational Psychology, 75(1), 40-49.
    Mayer, R. E. (2001). Multimedia learning. New York, NY: Cambridge University Press.
    Mayer, R. E. (2003). The Promise of multimedia learning: Using the same instructional design methods across different media. Learning and Instruction, 13, 125–139.
    McGonigal, J. (2008). Why I Love bees: A case study in collective intelligence gaming. In K. Salen (Ed.). The ecology of games: Connecting youth, games, and learning (pp. 199–228). Cambridge, MA: The MIT Press.
    Miller, M., & Hegelheimer, V. (2006). The SIMs meet ESL: Incorporating authentic computer simulation games into the language classroom. Interactive Technology and Smart Education, 3(4), 311–328.
    Moos, D. C. (2014). Setting the stage for the metacognition during hypermedia learning: What motivation constructs matter? Computers & Education, 70, 128–137.
    Murray H. J. R., A History of Board Games Other Than Chess, Oxford 1951.
    Musilova L. (2010). Grammar Games in ELT. Czech Republic, Brno 2010.
    Olsson, E. (2011). Everything I read on the Internet is in English: On the Impact of extramural English on Swedish 16-year-old pupil’s writing proficiency (Licentiate thesis). Gothenburg University.
    Ragatz, C., & Ragatz, Z. (2018). Tabletop games in a digital world. Parenting for High Potential, 7(1), 16-19.
    Rankin, Y., Gold, R., & Gooch, B. (2006). 3D role-playing games as language learning tools. In E. Croller & L. Szirmay-Kalos (Eds.), Proceedings of EuroGraphics 2006, 25(3). New York, NY: ACM.
    Reinders, H., & Wattana, S. (2012). Talk to me! Games and students’ willingness to communicate. In H. Reinders (Ed.), Digital games in language learning and teaching (pp. 156– 188). Basingstoke: Palgrave Macmillan.
    Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in digital game‐based learning. ReCALL, 27(1), 38–57.
    Rutherford, W. E. (1987). Second language grammar: Learning and teaching. New York: Longman.
    Sabourin, J. L., & Lester, J. C. (2014). Affect and engagement in game‐based learning environments. Affective Computing, 5(1), 45–56.
    Spolsky, Bernard, & Shohamy, Elana. (1999). The languages of Israel: Policy, ideology and practice (pp. 31-34). Clevedon: Multilingual Matters
    Sundqvist, P., &Sylvén, L. K. (2012). World of VocCraft: Computer games and Swedish learners’ L2 English vocabulary. In H. Reinders (Ed.), Digital games in language learning and teaching (pp. 189–208). Basingstoke: Palgrave Macmillan.
    Sundqvist, P., &Wikström, P. (2015). Out-of-school digital gameplay and in-school L2 English vocabulary outcomes. System, 51,65–76.
    Sylvén, L. K., & Sundqvist, P. (2012). Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(3), 302-321.
    Thorne, S. L. (2008). Transcultural communication in open Internet environments and massively multiplayer online games. In S. Magnan (Ed.), Mediating discourse online (pp. 305–327). Amsterdam: John Benjamins.
    Turgut, Y., & Irgin, P. (2009). Young learners’ language learning via computer games. Procedia-Social and Behavioral Sciences, 1(1), 760–764.
    Tengku Paris, T. N. S., & Yussof, R. L. (2012). Enhancing Grammar Using Board Game. Procedia - Social and Behavioral Sciences, 68, 213-221.
    Yang, L., Liu, M., & Wu, W. (2010). An investigation of Chinese undergrad- uate non‐ English majors` English learning motivation. In Z. Lu, W. Zhang, & P. Adams (Eds.), ELT at tertiary level in Asian context: Issues and researchers (pp. 48–62). Beijing, China: Tsinghua University.
    Yang, J., Lin, M., & Chen, S. (2018). Effects of anxiety levels on learning performance and gaming performance in digital game‐based learning. Journal of Computer Assisted Learning, 34(3), 324-334.
    Vernon, S. A. (2006). Discover how your Pupils Can Learn to Speak English 2x as Fast when they’re excited about learning…… Using Hundreds of Fun English Games. Teaching English Games. Learning is Fun!
    Wang, L. C., & Chen, M. P. (2010). The effects of game strategy and preference‐matching on flow experience and programming performance in game‐based learning. Innovations in Education and Teaching International, 47(1), 39–52.
    Wu, T.-T. (2018). Improving the effectiveness of English vocabulary review by integrating ARCS with mobile game-based learning. Journal of Computer Assisted Learning, 34(3).
    Yang, J. C., Lin, Y. L., & Liu, Y. C. (2017). Effects of locus of control and behavioral intention on energy education via game‐based learning. Environmental Education Research, 23(6), 886–899.
    Young, S. S. C., & Wang, Y. H. (2014). The game embedded CALL system to facilitate English vocabulary acquisition and pronunciation. Educational Technology & Society, 17(3), 239–251

    Mandarin

    王金玉(2015)。運用桌上遊戲提昇小六學童英語拼字能力之效益。國立台北教育大學,台北市。
    何詩婷(2017)。應用桌遊提高國小一年級學生英語課學習投入之行動研究。靜宜大學教育研究所,台中市。
    李慧如(2017)。桌上遊戲融入差異化教學對國小五年級學生英語學習動機與英語單字識字量之影響。國立臺南大學,臺南市。
    紀姵羽(2016)。桌上遊戲應用於英語教學對國小六年級學生英語學習成效影響之研究。國立臺中教育大學,台中市。
    張孜亦(2017)。桌遊融入英語教學應用於提升國小課後照顧班學生英語學習。國立臺南大學,臺南市。
    郭維雯(2017)。運用桌遊以提升國小學生之英語閱讀能力與學習態度之研究。康寧學校財團法人康寧大學,台北市。
    趙婉伶(2017)。運用學生自製桌遊對國小四年級英語補救教學學童英語字彙能力之影響。國立台北教育大學,台北市。
    詹佳宜(2016)。桌遊融入國小英語教學對單字學習成效與動機行為之探討。國立臺北科技大學,台北市。
    Description: 碩士
    國立政治大學
    英語教學碩士在職專班
    104951007
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0104951007
    Data Type: thesis
    DOI: 10.6814/THE.NCCU.ETMA.002.2019.A07
    Appears in Collections:[英語教學碩士在職專班] 學位論文

    Files in This Item:

    File SizeFormat
    100701.pdf63882KbAdobe PDF20View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback