簡易檢索 / 詳目顯示

研究生: 陳品誠
Chen, Ping-Cheng
論文名稱: 數位遊戲運用在英語單字教學的整合分析
Digital Game-Based Vocabulary Learning in the EFL Setting: A Meta-Analysis
指導教授: 林至誠
Lin, Chih-cheng
口試委員: 王宏均
Wang, Hung-Chun
尤雪瑛
Yu, Hsueh-Ying
林至誠
Lin, Chih-Cheng
口試日期: 2024/01/26
學位類別: 碩士
Master
系所名稱: 英語學系
Department of English
論文出版年: 2024
畢業學年度: 112
語文別: 英文
論文頁數: 87
中文關鍵詞: 數位遊戲字彙學習第二語言字彙習得整合分析
英文關鍵詞: DGBVL, second language vocabulary acquisition, meta-analysis
研究方法: 後設分析
DOI URL: http://doi.org/10.6345/NTNU202400406
論文種類: 學術論文
相關次數: 點閱:65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
  • 第二語言(L2)學習中,詞彙學習被視為一個關鍵但充滿挑戰的領域。本論文旨在探索數位遊戲式詞彙學習(Digital Game-Based Vocabulary Learning)在英語作為外語(English as a Foreign Language)中的有效性。非數位遊戲的詞彙教學方法較難激發學生的學習動機,並且有時無法達到預期的學習成果。相較之下,數位遊戲(Digital Games)提供了豐富的語境和練習來提升學生的學習動機與成效。
    對於年紀較小的學習者和較低程度學習者來說,使用數位遊戲來學習單字被認為是一種有效的練習模式。然而,這種練習方法也有其缺點。包括學生可能更專注於遊戲而非學習目標和遊戲成癮的隱憂。儘管有這些負面因素的存在,許多研究指出數位遊戲對於英語詞彙學習有更多正面的影響。這一領域的整合分析已經提供了以研究設計為調節變量的觀察結果,但數位遊戲內部機制的相關議題卻尚未深入研究。
    本研究旨在分析數位遊戲對於英語單字學習的整體有效性,通過篩選最新相關研究(年份至2023 年),並引入遊戲內部機制的調節變量如「練習類型」與「遊戲模式」來評估它們對詞彙學習的影響。更進一步透過統合性迴歸分析來探討變量的交互作用,以及何種交互作用將顯著地影響效應值。
    研究結果顯示,數位遊戲確實有益於英語詞彙學習。此外,整合分析的結果說明了「遊戲模式」是一個對單字學習有顯著影響的變量。另外,迴歸分析的結果指出「練習類型與研究設計」、「研究持續時間與研究設計」以及「設備類型與教育階段」三種交互作用對效應值有顯著的影響。最後,在變數重要性模型的結果中顯示,「設備類型」是最能解釋效應值變化的關鍵因素。

    Vocabulary learning in a second language (L2) is considered an essential but challenging domain of language learning. This thesis attempts to explore the effectiveness of digital game-based vocabulary learning (DGBVL) in English as a foreign language (EFL). Non-digital teaching approaches may sometimes struggle to fully engage students and attain the desired learning results. In contrast, digital games (DGs) offer a combination of exposure, a range of contextual practice, and promoted motivation for learning.
    Integration of digital games into vocabulary learning has been seen as a motivator, particularly among younger learners and those with lower proficiency levels. However, this approach also has its drawbacks, including potential distractions from learning objectives and addictive tendencies. Despite these disadvantages, the positive effects of digital games on vocabulary learning have been recognized. Previous meta-analyses in this domain have provided results of different moderators on the research design, but often overlooks issues related to the internal mechanism of digital games.
    This meta-analysis aims to fill the gap in the literature by synthesizing the latest relevant research updated to 2023 and introducing new moderators such as “practice type” and “gameplay mode” to assess their impacts on vocabulary learning. This thesis employs meta-regression analysis to enhance our comprehension of moderator interactions and their significant impact on effect size differences.
    Results indicated that digital games significantly enhance English vocabulary learning. Furthermore, the results of the moderator analysis suggested that “gameplay mode” is the moderator that has a significant impact on the outcome. In addition, the interactions between“practice type and research design,” “duration of treatment and research design,” and “device type and educational level” were found to have significant influence on the effect size differences. Lastly, “device type” was considered to be the most critical factor from the result of the multimodel inference test.

    Introduction 1 Background of the Study 1 Purpose of the Study 3 Significance of Research 4 Literature Review 6 Vocabulary Learning 6 Second Language Acquisition Theories for Vocabulary Learning 6 The Dimensions of Vocabulary Learning 8 Digital Game-Based Language Learning 9 The Definition and Features of a Game 9 The Classification of DG 11 The Advantages of DGBL 15 The Disadvantages of DGBL 17 DGBL in Vocabulary Teaching and Learning 19 CALL on Vocabulary Learning 19 MALL on Vocabulary Learning 20 Previous Meta-Analyses on the Effectiveness of DGBVL 23 Methodology 31 Data Collection Process 32 Inclusion and Exclusion Criteria 32 Inclusion Criteria 33 Exclusion Criteria 34 Data Evaluation 34 Effect Size Calculation 35 Heterogeneity Test 37 Moderator Analysis 37 Results 41 Overview of the Eligible Studies 41 Learner and Methodological Characteristics 41 The Effect Size 43 Heterogeneity Analysis 46 Moderator Analysis 47 Practice Type 47 Duration of Treatment 48 Educational Level 48 Device Type 49 Gameplay Mode 50 Posttest Format 51 Research Design 51 Meta-Regression Analysis 52 Main Effects and Interactions 52 Publication Bias and Sensitivity Analysis 56 Discussion and Conclusion 60 Major Findings and Discussions 60 Overall Effect Size 60 Moderator Analysis 61 Meta-Regression Analysis 63 Implications of the Research Findings 67 Limitations of the Study and Suggestions for Future Research 68 Conclusion 69 References 71 Appendix 87

    Abrams, S. S. (2022). Game-informed meaning making in US math class: Cooperative competition and students’ literacies and numeracies. L1-Educational Studies in Language and Literature, 1-25.
    Achterbosch, L., Pierce, R., & Simmons, G. (2008). Massively multiplayer online role-playing games: the past, present, and future. Computers in Entertainment (CIE), 5(4), 1-33.
    AlShaiji, O. A. (2015). Video games promote Saudi children's English vocabulary retention. Education, 136(2), 123-132.
    Alqahtani, M. (2015). The importance of vocabulary in language learning and how to be taught. International Journal of Teaching and Education, 3(3), 21-34.
    Al Zoubi, S. M. (2018). The impact of exposure to English language on language acquisition. Journal of Applied Linguistics and Language Research, 5(4), 151-162.
    Amory, A., & Seagram, R. (2003). Educational game models: conceptualization and evaluation: the practice of higher education. South African Journal of Higher Education, 17(2), 206-217.
    Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M. T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers & Education, 53(1), 74-85.
    Atikah, D., & Rezki, A. (2018). Repetition facilitates retrieval opportunity in vocabulary learning. In IOP Conference Series: Earth and Environmental Science (Vol. 175, No). IOP Publishing.
    Baddeley, A. D. (1997). Human memory: Theory and practice. Psychology Press.
    Basoglu, E. B., & Akdemir, O. (2010). A comparison of undergraduate students' English vocabulary learning: Using mobile phones and flash cards. Turkish Online Journal of Educational Technology-TOJET, 9(3), 1-7.
    Borenstein, M., Hedges, L. V., Higgins, J. P., & Rothstein, H. R. (2021). Introduction to meta-analysis. John Wiley & Sons.
    Burston, J. (2015). MALL – The Pedagogical Challenges. International Journal of Mobile and Blended Learning, 7(4), 1-10.
    Carlisle, J. F., & Fleming, J. (2003). Lexical processing of morphologically complex words in the elementary years. Scientific studies of reading, 7(3), 239-253.
    Cavus, N., & Ibrahim, D. (2009). m‐Learning: An experiment in using SMS to support learning new English language words. British journal of educational technology, 40(1), 78-91.
    Chang, C. Y., & Hwang, G. J. (2019). Trends in digital game-based learning in the mobile era: A systematic review of journal publications from 2007 to 2016. International Journal of Mobile Learning and Organisation, 13(1), 68-90.
    Chambers, F. (1999). What do we mean by fluency? System, 27(4), 535-544.
    Chen, C. M., Liu, H., & Huang, H. B. (2019). Effects of a mobile game-based English vocabulary learning app on learners’ perceptions and learning performance: A case study of Taiwanese EFL learners. ReCALL, 31(2), 170-188.
    Chen, H. J. H., & Hsu, H. L. (2020). The impact of a serious game on vocabulary and content learning. Computer Assisted Language Learning, 33(7), 811-832.
    Chen, J. H., Shih, T. K., & Chen, J. Y. (2012). To develop the ubiquitous adventure RPG (role play game) game-based learning system. In 2012 IEEE International Conference on Systems, Man, and Cybernetics (SMC) (pp. 2973-2978). IEEE.
    Chen, M. H., Tseng, W. T., & Hsiao, T. Y. (2018). The effectiveness of digital game‐based vocabulary learning: A framework‐based view of meta‐analysis. British Journal of Educational Technology, 49(1), 69-77.
    Chiu, Y. H., Kao, C. W., & Reynolds, B. L. (2012). The relative effectiveness of digital game‐based learning types in English as a foreign language setting: A meta‐analysis. British journal of educational technology, 43(4), E104-E107.
    Chun, D. M. (2016). The role of technology in SLA research. Language Learning & Technology, 20(2), 98–115.
    Chwo, G. S. M., Marek, M. W., & Wu, W. C. V. (2018). Meta-analysis of MALL research and design. System, 74, 62-72.
    Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of educational research, 86(1), 79-122.
    Cohen, J. (1992). Statistical power analysis. Current directions in psychological science, 1(3), 98-101.
    Coleman, T. E., & Money, A. G. (2020). Student-centred digital game–based learning: a conceptual framework and survey of the state of the art. Higher Education, 79, 415-457.
    Cooper, H., (1998). Synthesizing research: A guide for literature review (3rd ed.). Thousand Oaks, CA: Sage.
    Cornillie, F., Clarebout, G., & Desmet, P. (2012). The role of feedback in foreign language learning through digital role-playing games. Procedia-Social and Behavioral Sciences, 34, 49-53.
    Crystal, D. (2018). How language works: How babies babble, words change meaning and languages live or die. Penguin.
    Denyer, D., & Tranfield, D. (2009). Producing a systematic review.
    Dellos, R. (2015). Kahoot! A digital game resource for learning. International Journal of Instructional technology and distance learning, 12(4), 49-52.
    Dickey, M. D. (2006). Game design narrative for learning: Appropriating adventure game design narrative devices and techniques for the design of interactive learning environments. Educational technology research and development, 54, 245-263.
    Dinçer, N., & Dinçer, R. (2021). The effect of a serious game on aviation vocabulary acquisition. International Journal of Serious Games, 8(4), 49-63.
    Dixon, D. H. (2022). The Linguistic Environments of Digital Games: A Discriminant Analysis of Language Use in Game Mechanics. CALICO Journal, 39(2).
    Duan, M., & Qin, X. (2012). Collocation in English Teaching and Learning. Theory & Practice in Language Studies, 2(9).
    Elaish, M. M., Ghani, N. A., Shuib, L., & Al-Haiqi, A. (2019). Development of a mobile game application to boost students’ motivation in learning English vocabulary. IEEE Access, 7, 13326-13337.
    Farzan, R., DiMicco, J. M., Millen, D. R., Brownholtz, B., Geyer, W., & Dugan, C. (2008). When the experiment is over: Deploying an incentive system to all the users. In symposium on persuasive technology.
    Foster, A., Shah, M., & Shukla, A. (2019). Digital game-based learning: A practical approach to personalized learning. Journal of Education and Practice, 10(7), 38-46.
    Franciosi, S. (2011). Game-based learning: Latest evidence and future directions. The American Journal of Distance Education, 25(2), 70-80.
    Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1), 20-20.
    Girard, C., Ecalle, J., & Magnan, A. (2013). Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies. Journal of computer assisted learning, 29(3), 207-219.
    Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of research on technology in education, 40(1), 23-38.
    Gu, Y., & Johnson, R. K. (1996). Vocabulary learning strategies and language learning outcomes. Language learning, 46(4), 643-679.
    Hao, T., Wang, Z., & Ardasheva, Y. (2021). Technology-assisted vocabulary learning for EFL learners: A meta-analysis. Journal of Research on Educational Effectiveness, 14(3), 645-667.
    Hamari, J. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic commerce research and applications, 12(4), 236-245.
    Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & education, 80, 152-161.
    Harrer, M., Cuijpers, P., Furukawa, T., & Ebert, D. (2021). Doing meta-analysis with R: A hands-on guide. Chapman and Hall/CRC.
    Higgins, J. P., & Thompson, S. G. (2002). Quantifying heterogeneity in a meta‐analysis. Statistics in medicine, 21(11), 1539-1558.
    Hong, J. C., Hwang, M. Y., Lu, C. H., Cheng, C. L., Lee, Y. C., & Lin, C. L. (2009). Playfulness-based design in educational games: a perspective on an evolutionary contest game. Interactive Learning Environments, 17(1), 15-35.
    Hsu, J. Y. (2010). The effects of collocation instruction on the reading comprehension and vocabulary learning of Taiwanese college English majors. Asian EFL journal, 12(1), 47-87.
    Hubbard, P. (1991). Evaluating computer games for language learning. Simulation & Gaming, 22(2), 220-223.
    Hubbard, P. (2016). Digital game-based language learning: Research and possibilities. In Chapelle, C. A., & Hegelheimer, V. (Eds.), The Handbook of Technology and Second Language Teaching and Learning (pp. 390-406). Wiley-Blackwell.
    Hulstijn, J. H. (2001). Intentional and incidental second-language vocabulary learning: A reappraisal of elaboration, rehearsal and automaticity. In P. Robinson (Ed.), Cognition and second language instruction (pp. 258-286). Cambridge: Cambridge University Press.
    Irwansyah, R., & Izzati, M. (2021). Implementing Quizizz as game based learning and assessment in the English classroom. TEFLA Journal (Teaching English as Foreign Language and Applied Linguistic Journal), 3(1), 13-18.
    Jeong, E. J., Kim, D. J., & Lee, D. M. (2017). Why do some people become addicted to digital games more easily? A study of digital game addiction from a psychosocial health perspective. International Journal of Human–Computer Interaction, 33(3), 199-214.
    Jian, H. L., Sandnes, F. E., Law, K. M., Huang, Y. P., & Huang, Y. M. (2009). The role of electronic pocket dictionaries as an English learning tool among Chinese students. Journal of Computer Assisted Learning, 25(6), 503-514.
    Klabbers, J. H. (2009). The magic circle: Principles of gaming & simulation. In The Magic Circle: Principles of Gaming & Simulation. Brill.
    Korhonen, H., Montola, M., & Arrasvuori, J. (2009, October). Understanding playful user experience through digital games. In International Conference on Designing Pleasurable Products and Interfaces (Vol. 2009, pp. 13-16).
    Kitade, K. (2000). L2 learners' discourse and SLA theories in CMC: Cooperative interaction in Internet chat. Computer assisted language learning, 13(2), 143-166.
    Krasher, C. M., & Terrell, T. D. (1983). The natural approach: Language acquisition in the classroom. Hayward, CA: Alemany Press.
    Laufer, B. (1997). The lexical plight in second language reading: Words you don't know, words you think you know, and words you can't guess. In J. Coady & T. Huckin (Eds.), Second language vocabulary acquisition (pp. 20-34). Cambridge: Cambridge University Press.
    Laufer, B. (2000, August). Electronic dictionaries and incidental vocabulary acquisition: Does technology make a difference. In EURALEX (pp. 849-854). Stuttgart: Stuttgart University Press.
    Lee, S. M. (2019). Her Story or their own stories? Digital game-based learning, student creativity, and creative writing. ReCALL, 31(3), 238-254.
    Leslie, A.M., Friedman, O., & German, T.P. (2004). Core mechanisms in ‘theory of mind’. Trends in Cognitive Sciences, 8(12), 528–533.
    Letchumanan, K., & Hoon, T. B. (2012). Using Computer Games to Improve Secondary School Students' Vocabulary Acquisition in English. Pertanika Journal of Social Sciences & Humanities, 20(4).
    Levy, M. (1997). Computer-assisted language learning: Context and conceptualization. Oxford University Press.
    Lewis, M. (1993). The lexical approach. Hove: Language teaching publications.
    Lin, J. J., Mamykina, L., Lindtner, S., Delajoux, G., & Strub, H. B. (2006). Fish’n’Steps: Encouraging physical activity with an interactive computer game. In UbiComp 2006: Ubiquitous Computing: 8th International Conference, UbiComp 2006 Orange County, CA, USA, September 17-21, 2006 Proceedings 8 (pp. 261-278). Springer Berlin Heidelberg.
    Liu, M., Moore, Z., Graham, L., & Lee, S. (2002). A look at the research on computer-based technology use in second language learning: A review of the literature from 1990–2000. Journal of research on technology in education, 34(3), 250-273.
    Malegiannaki, I., & Daradoumis, Τ. (2017). Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review. Computers & education, 108, 1-10.
    Mart, Ç. T. (2013). Teaching grammar in context: why and how? Theory & Practice in Language Studies, 3(1).
    Masrai, A., & Milton, J. (2018). Measuring the contribution of academic and general vocabulary knowledge to learners' academic achievement. Journal of English for Academic Purposes, 31, 44-57.
    Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & education, 70, 29-40.
    Miller, G. A. (1999). On knowing a word. Annual Review of Psychology, 50(1), 1-19.
    Milton, J., & Treffers-Daller, J. (2013). Vocabulary size revisited: the link between vocabulary size and academic achievement. Applied Linguistics Review, 4(1), 151-172.
    Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318-325.
    Motallebzadeh, K., & Ganjali, R. (2011). SMS: Tool for L2 Vocabulary Retention and Reading Comprehension Ability. Journal of Language Teaching & Research, 2(5).
    Nation, P., & Waring, R. (1997). Vocabulary size, text coverage and word lists. In Schmitt, N., & McCarthy, M. (Eds.), Vocabulary: Description, Acquisition, and Pedagogy (pp. 6-19). Cambridge University Press.
    Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge: Cambridge University Press.
    Nguyen, T. T. H., & Khuat, T. T. N. (2003). The effectiveness of learning vocabulary through games. Asian EFL Journal Quarterly, 5(4), 238-245.
    Nordin, N. R. M., Omar, W., & Ridzuan, I. N. I. M. (2022). Challenges and Solutions of Online Language Teaching and Assessment During Covid-19. World, 12(8).
    Papadakis, S. (2018). The use of computer games in classroom environment. Int. J. Teaching and Case Studies, 9(1), 1.
    Park, M.-R. (2006). EFL college students’ perceptions toward the use of electronic dictionaries. English Language & Literature Teaching, 12, 29-54.
    Peng, H., Jager, S., & Lowie, W. (2021). Narrative review and meta-analysis of MALL research on L2 skills. ReCALL, 33(3), 278-295.
    Peterson, M., White, J., Mirzaei, M. S., & Wang, Q. (2022). A review of research on the application of digital games in foreign language education. Research anthology on developments in gamification and game-based learning, 1948-1971.
    Phillips, M. (1987). Potential paradigms and possible problems for CALL. System, 15(3), 275-287.
    Pica, T. (1994). Research on negotiation: What does it reveal about second‐language learning conditions, processes, and outcomes? Language learning, 44(3), 493-527.
    Poels, K., De Kort, Y., & Ijsselsteijn, W. (2007, November). " It is always a lot of fun!" exploring dimensions of digital game experience using focus group methodology. In Proceedings of the 2007 conference on Future Play (pp. 83-89).
    Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 21-21.
    Qasim, A. (2021). Impact of digital games on incidental vocabulary acquisition of Pakistani high school students. Asian EFL Journal, 28(13), 206-224.
    Rabu, S. N. A., & Talib, Z. (2017). The effects of digital game-based learning on primary school students’ English vocabulary achievement and acceptance. Innovative Teaching and Learning Journal (ITLJ), 1(1), 61-74.
    Rankin, Y., Gold, R., & Gooch, B. (2009). Effectiveness of commercial versus custom-made serious games in stroke rehabilitation. In International Conference on Disability, Virtual Reality and Associated Technologies (pp. 63-70).
    Read, J. (2000). Assessing vocabulary. Cambridge: Cambridge University Press.
    Reinders, H., & Wattana, S. (2011). Learn English or die: The effects of digital games on interaction and willingness to communicate in a foreign language. Digital Culture & Education, 3(1), 33-47.
    Reinhardt, J., & Sykes, J. M. (2012). Conceptualizing digital game-mediated L2 learning and pedagogy: Game-enhanced and game-based research and practice. In Digital games in language learning and teaching (pp. 32-49). London: Palgrave Macmillan UK.
    Reinhardt, J. (2018). Gameful second and foreign language teaching and learning: Theory, research, and practice. Springer.
    Reynolds, E. D., & Taylor, B. (2020). Kahoot!: EFL instructors’ implementation experiences and impacts on students’ vocabulary knowledge. Computer-Assisted Language Learning Electronic Journal, 21(2), 70-92.
    Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., ... & Salinas, M. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71-94.
    Salen, K., & Zimmerman, E. (2003). Rules of play: Game design fundamentals. Cambridge, MA: MIT Press.
    Samaha, M., & Hawi, N. S. (2016). Relationships among smartphone addiction, stress, academic performance, and satisfaction with life. Computers in human behavior, 57, 321-325.
    Schmitt, N., & Schmitt, D. (2014). A reassessment of frequency and vocabulary size in L2 vocabulary teaching. Language Teaching, 47(4), 484-503.
    Shadish, W. R., & Lecy, J. D. (2015). The meta‐analytic big bang. Research Synthesis Methods, 6(3), 246-264.
    Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games: addiction, engagement, and scholastic achievement. Cyberpsychology & behavior, 12(5), 567-572.
    Song, Y., & Fox, R. (2008). Using PDA for undergraduate student incidental vocabulary testing. ReCALL, 20(3), 290-314.
    Soyoof, A., Reynolds, B. L., Shadiev, R., & Vazquez-Calvo, B. (2021). A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play. Computer Assisted Language Learning, 1-34.
    Stenros, J. (2017). The game definition game: A review. Games and culture, 12(6), 499-520.
    Stockwell, G. (2010). Using mobile phones for vocabulary activities: Examining the effect of platforms. Language Learning and Technology, 14(2), 95-110.
    Sung, H. Y., Hwang, G. J., Lin, C. J., & Hong, T. W. (2017). Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning. Computers & Education, 110, 143-153.
    Sytwu, T. A., & Wang, C. H. (2016). An investigation of the effects of individual differences on mobile-based augmented reality English vocabulary learning. Mobile Learning Design: Theories and Application, 387-410.
    Thorne, S. L. (2008). Transcultural communication in open Internet environments and massively multiplayer online games. Mediating discourse online, 305327.
    Tlili, A., Hattab, S., Essalmi, F., Chen, N. S., Huang, R., Chang, M., & Burgos, D. (2021). A smart cooperative educational game with learning analytics to support English vocabulary teaching. International Journal of Interactive Multimedia and Artificial Intelligence, 6(1), 215-224.
    Tono, Y. (2009). Pocket electronic dictionaries in Japan: User perspectives.
    Tranquillo, J. (2008). Kinesthetic learning in the classroom. In 2008 Annual Conference & Exposition (pp. 13-829).
    Tsay, C. H. H., Kofinas, A. K., Trivedi, S. K., & Yang, Y. (2020). Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance. Journal of Computer Assisted Learning, 36(2), 128-146.
    Tsai, C. C., & Chang, I. C. (2009). An examination of EFL vocabulary learning strategies of students at the University of Technology of Taiwan. In International Forum of Teaching and Studies (Vol. 5, No. 2, p. 32). American Scholars Press, Inc.
    Tsihouridis, C., & Batsila, M. (2016). The silang simulation tool for business secondary technical education ESP students. International Journal of Emerging Technologies in Learning (Online), 11(4), 61.
    Waluyo, B., & Bucol, J. L. (2021). The impact of gamified vocabulary learning using Quizlet on low-proficiency students. Computer Assisted Language Learning Electronic Journal, 22(1), 164-185.
    Webb, S., & Kagimoto, E. (2009). The effects of vocabulary learning on collocation and meaning. Tesol Quarterly, 43(1), 55-77.
    Webb, S., & Nation, P. (2017). How vocabulary is learned. Oxford University Press.
    Wu, T. T., & Huang, Y. M. (2017). A mobile game-based English vocabulary practice system based on portfolio analysis. Journal of Educational Technology & Society, 20(2), 265-277.
    Wu, Q., Zhang, J., & Wang, C. (2020). The effect of English vocabulary learning with digital games and its influencing factors based on the meta-analysis of 2,160 test samples. International Journal of Emerging Technologies in Learning (iJET), 15(17), 85-100.
    Yang, J. C., Lin, M. Y. D., & Chen, S. Y. (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.
    Zagal, J. P., & Altizer, R. (2014). Examining “RPG elements”: Systems of character progression.
    Zain, D. S. M., & Bowles, F. A. (2021). Mobile-assisted language learning (Mall) for higher education instructional practices in efl/esl contexts: A recent review of literature. Computer Assisted Language Learning Electronic Journal, 22(1), 282-307.
    Zou, D., Huang, Y., & Xie, H. (2021). Digital game-based vocabulary learning: where are we and where are we going? Computer Assisted Language Learning, 34(5-6), 751-777.

    無法下載圖示 電子全文延後公開
    2029/02/16
    QR CODE