研究生: |
尹旭威 Yin, Hsu-Wei |
---|---|
論文名稱: |
3D冒險遊戲中的字彙學習:英語字彙學習成效與詞彙呈現方式關係之研究 Digital Game-based Vocabulary Learning in 3D Adventure Game: A Study on the Relationship between EFL Learners’ Vocabulary Learning and Types of Vocabulary Presentation |
指導教授: |
陳浩然
Chen, Hao-Jan |
學位類別: |
碩士 Master |
系所名稱: |
英語學系 Department of English |
論文出版年: | 2020 |
畢業學年度: | 108 |
語文別: | 英文 |
論文頁數: | 153 |
中文關鍵詞: | 字彙頻率 、字彙呈現 、數位遊戲式學習 、字彙學習 |
英文關鍵詞: | word frequency, presentations of vocabulary, DGBLL, vocabulary learning |
DOI URL: | http://doi.org/10.6345/NTNU202000743 |
論文種類: | 學術論文 |
相關次數: | 點閱:245 下載:55 |
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 |
遊戲在第二外語教學上已被廣泛運用數十餘年。許多相關研究指出數位遊戲學習能夠幫助英語學習者從中獲益,特別是字彙學習。然而,鮮少研究探討遊戲中字彙呈現之方式,是否與學習者對字彙的注意有所關聯。因此,本研究比較英語學習者玩遊戲與觀看遊玩者的影片後之字彙習得成效,並進一部探討字彙於遊戲中的呈現方式與字彙學習成效之關聯性。
三十位就讀台北市某大學的大一學生參與此研究,且平均隨機分配至玩遊戲組及影片觀看組。首先,兩組在遊戲及觀看影片前皆接受單字翻譯題已確認他們對於研究目標單字的先備知識。接下來,遊戲組開始以任天堂Switch主機進行約一小時的3D冒險遊戲 (The Legend of Zelda: The Breath of Wild),並針對每一個遊戲組的受試者進行同步遊戲攝錄,所錄下的影片,將隨機派給觀看影片組中的受試者進行觀看。為比較兩組之字彙學習情況,於遊戲後兩組受試者接受單字後測,問卷,以及自願性的簡短訪談。
研究結果顯示兩組受試者於字彙翻譯皆有顯著進步,其中以遊戲組進步幅度較大。再者,字彙出現頻率以及字彙呈現方式與其學習成效的關聯性分析顯示出,相較於高頻字彙,學習者於低頻字彙上的學習成效較佳,主要原因為大部分低頻字彙有圖片和上下文的輔助,而高頻字彙大多缺少如此的輔助。此外,相對應圖片輔助、不同顏色的標示以及顯示於遊戲對話框之中,更有助於受試者注意到該字彙,進而了解並應用該字彙。
最後,透過問卷及簡短訪談,兩組受試者皆對於使用此款遊戲來學習抱予正面評價,且對於未來持續進行數位遊戲式的英語字彙學習,表達高度的意願。本研究之結果亦鼓勵英語教師們能善加融入數位遊戲於教學中,無論是課堂中的活動設計,抑或是協助學生在課堂之外的自主學習,皆能藉由遊玩數位遊戲之過程中,學習英文字彙。此外,希望透過數位遊戲式的英語學習,英語學習者有更多的機會進行積極且投入的遊戲體驗與學習,加上遊戲過程中所帶來的樂趣,進而提升自身英語學習動機。
Digital games have been popular for decades and widely applied to second and foreign language teaching and learning. Abundant studies revealed that digital game-based learning can benefit EFL learners in their vocabulary learning particularly. However, little research has investigated whether the ways of vocabulary being presented in digital games are correlated with vocabulary learning effect. This study aims to compare the effect of playing game and watching videos of the game on EFL learners’ vocabulary learning and to further explore the correlation between vocabulary presentation in the game and vocabulary learning.
Thirty first-year students studying at a university in Taipei City were recruited to the study and they were randomly assigned to either player or watcher group. Prior to the respective treatment, participants in both groups were required to take a vocabulary-translation pre-test to ensure their prior knowledge about the target words. Afterwards, the player group played a 3D adventure game on Nintendo Switch, The Legend of Zelda: The Breath of Wild. Every player’s gameplay were simultaneously recorded for watchers to view. An immediate vocabulary-translation post-test, a questionnaire, and a semi-structure interview were implemented to compare participants’ performance on vocabulary learning.
The results showed that both groups made significant improvement on vocabulary translation. It is players that performed better than watchers did. Furthermore, the findings from Pearson Correlation first showed learners better learn the words with lower frequency than those with higher frequency and the possible explanation behind this result may be the absence of visual and contextual cues for most of the higher-frequency words in the game. Analysis of the findings from Pearson Correlation also that suggested that words with images, words in different colors and words in dialogues with NPCs better elicits learners’ attention, thus providing them greater opportunities to understand and apply the words.
Learners’ comments and responses to both questionnaire and interview questions showed their positive attitude toward the language learning via the game. They also viewed digital-game based learning as one of the most potential and helpful ways to vocabulary learning and they were willing to adopt it for the purpose of learning. The findings thus encourage teachers to adopt games either for classroom tasks or for learners’ individual learning outside the classroom. It is also believed that learners with low learning motivation can benefit from digital-game based language learning environments which provide them with greater opportunities to engage in active learning with more fun.
Ali Mohsen, M. (2016). The use of computer-based simulation to aid comprehension and incidental vocabulary learning. Journal of Educational Computing Research, 54(6), 863-884.
Allen, L. K., Crossley, S. A., Snow, E. L., & McNamara, D. S. (2014). L2 writing
practice: Game enjoyment as a key to engagement. Language, Learning and
Technology, 18(2), 124-150.
Boyle, E. A., MacArthur, E. W., Connolly, T. M., Hainey, T., Manea, M., Karki, A.,
et al. (2014). A narrative literature review of games, animations and simulations
to teach research methods and statistics. Computers & Education, 74, 1-14.
Brown, P. (2017, December 20). GameSpot’s Game of the Year 2017 – The Legend
of Zelda: Breath of the Wild [Information on a page]. Retrieved from
https://www.gamespot.com/articles/gamespots-game-of-the-year-2017-the-legend-of-zeld/1100-6455766/
Calvo-Ferrer, J. (2017). Educational Games as Stand-Alone Learning Tools and Their Motivational Effect on L2 Vocabulary Acquisition and Perceived Learning
Gains. British Journal of Educational Technology, 48(2), 264-278.
Castaneda, D. A., & Cho, M. H. (2016). Use of a game-like application on a mobile
device to improve accuracy in conjugating Spanish verbs. Computer Assisted
Language Learning, 29(7), 1195-1204.
Chen, H. J. H., & Yang, T. Y. C. (2013). The impact of adventure video games on
foreign language learning and the perceptions of learners. Interactive Learning
Environments, 21(2), 129-141.
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.
Clark, R. C., & Mayer, R. E. (2011). E-learning and the science of instruction:
Proven guidelines for consumers and designers of multimedia learning (3rd ed.).
San Francisco, CA: Pfeiffer.
Cobb, T . (2003) The Compleat Lexical Tutor. Retrieved September 2003, from
http://www.er.eqam.ca/nobel/r21270/cgi-bin/
Craik, F. I., & Lockhart, R. S. (1972). Levels of processing: A framework for memory
research. Journal of verbal learning and verbal behavior, 11(6), 671-684.
Cruz-Cunha, M. M. (2012). Handbook of research on serious games as educational,
business and research tools. [electronic resource]. Hershey, Pa. : IGI Global, c2012.
deHaan, J. W. (2005). Acquisition of Japanese as a foreign language through a
baseball video game. Foreign Language Annals, 38(2), 278-282.
deHaan, J., Reed, W. M., & Kuwanda, K. (2010). The effect of interactivity with a
music video game on second language vocabulary recall. Language Learning &
Technology, 14(2), 74-94.
DeMarle, M. (2007). Nonlinear game narrative. In C. M. Bateman (Ed.), Game
writing: narrative skills for videogamers (1st ed., pp.71-84). Boston, Mass: Charles River Media.
Doughty, C. J., & Long, M. H. (2003). Optimal psycholinguistic environments for
distance foreign language learning. Language, Learning & Technology, 7(3), 50-80.
Ebrahimzadeh, M., & Alavi, S. (2017). The effect of digital video games on EFL
students’ language learning motivation. Teaching English with Technology, 17(2), 87–112.
Franciosi, S. J. (2017). The effect of computer game-based learning on FL vocabulary transferability. Journal of Educational Technology & Society, 20(1), 123-133.
Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy (2nd ed.). New York: Palgrave Macmillan.
Hager, M. (2004). Using geography and a story-based approach in the beginning
German classroom. Die Unterrichtspraxis/Teaching German, 37(2), 165-169.
Hitosugi, C. I., Schmidt, M., & Hayashi, K. (2014). Digital game–based learning
(DGBL) in the L2 classroom: The impact of the UN’s off-the-shelf videogame, Food Force, on learner affect and vocabulary retention. CALICO Journal, 31(1), 19-39. doi: 10.11139/cj.31.1.19-39
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.
Hung, H. T., Yang, J. C., Hwang, G. J., Chu, H. C., & Wang, C. C. (2018). A scoping
review of research on digital game-based language learning. Computers & Education, 126, 89-104.
Hwang, W. Y., Shih, T. K., Ma, Z. H., Shadiev, R., & Chen, S. Y. (2016). Evaluating
listening and speaking skills in a mobile game-based learning environment with
situational contexts. Computer Assisted Language Learning, 29(4), 639-657.
Hwang, G. J., & Wang, S. Y. (2016). Single loop or double loop learning: English
vocabulary learning performance and behavior of students in situated computer games with different guiding strategies. Computers & Education, 102, 188-201.
Ibrahim, K. (2017). The impact of ecological factors on game-based L2 practice and learning. Foreign Language Annals, 50(3), 533-546.
Juul, J. (2005). Half-Real: Video Games Between Real Rules and Fictional Worlds.
Cambridge, MA: MIT Press.
Krashen, S. (1985). The Input Hypothesis: Issue and Implications. New York:
Longman.
Kronenberg, F. A. (2016). Selection criteria for commercial off-the-shelf (COTS)
video games for language learning. IALLT Journal of Language Learning Technologies, 42(2).
Kuchera, B. (2017, March 2). Zelda: Breath of the Wild is already one of the
best-reviewed games of all time [Information of a page]. Retrieved from https://www.polygon.com/2017/3/2/14790738/zelda-breath-of-the-wild-best-reviewed-game
Laufer, B., & Paribakht, T. S. (1998). The relationship between passive and active
vocabularies: Effects of languagelearning context. Language learning, 48(3), 365-391.
Liang, M. Y. (2012). Foreign ludicity in online role-playing games. Computer
Assisted Language Learning, 25(5), 455-473.
Lin, H. (2015). Effectiveness of interactivity in a web-based simulation game on
foreign language vocabulary learning. Procedia-Social and Behavioral Sciences, 182, 313-317.
Mayer, R. E. (2003). The promise of multimedia learning: using the same
instructional design methods across different media. Learning and Instruction, 13(2), 125-139.
Mayer, R. E., & Moreno, R. (2003). Nine ways to reduce cognitive load in
multimedia learning. Educational Psychologist, 38(1), 43-52.
Mayer, R. E. (2009). Multimedia Learning. Cambridge University Press.
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.
McGraw, I., Yoshimoto, B., & Seneff, S. (2009). Speech-Enabled Card Games for
Incidental Vocabulary Acquisition in a Foreign Language. Speech Communication, 51, 1006-1023.
Miller, M., & Hegelheimer, V. (2006). The SIMS meet ESL: Incorporating authentic
computer simulation games into the language classroom. International Journal of Interactive Technology and Smart Education, 3(4), 311-328.
Nunneley, S. (2018, April 26). Switch sales stand at over 17M units, Breath of the
Wild now best-selling Zelda title [Information on a page]. Retrieved from https://www.vg247.com/2018/04/26/switch-sales-over-17m-units-breath-of-the-wild/
Neville, D. O. (2015). The story in the mind: The effect of 3D gameplay on the
structuring of written L2 narratives. ReCALL, 27(1), 21-37.
Neville, D. O., Shelton, B. E., & McInnis, B. (2009). Cybertext redux: Using digital
game-based learning to teach L2 vocabulary, reading, and culture. Computer Assisted Language Learning, 22(5), 409-424.
NewZoo. (2017). Worldwide Game Market Revenue from 2015 to 2017 in Millions
(by region) [Information on a page]. Retrieved from
https://www.wepc.com/news/video-game-statistics/
Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online
learning. Computers in human behavior, 21(5), 745-771.
Pellicer-Sánchez, A., & Schmitt, N. (2010). Incidental vocabulary acquisition from an authentic novel: Do Things Fall Apart?.
Piaget, J. (1961). Play, Dreams and Imitation in Childhood. New York: Norton.
Ranalli, J. (2008). Learning English with the Sims: Exploiting authentic computer
simulation games for L2 learning. Computer Assisted Language Learning, 21(5),
441-455.
Rankin, Yolanda A., Rachel Gold, & Bruce Gooch. (2006). 3D Role-Playing Games
as Language Learning Tools. In Proceedings of EuroGraphics 2006, edited by Eduard Gröller and László Szirmay-Kalos. New York: ACM.
Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in digital
game-based learning. ReCALL, 27(1), 38-57.
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). Palgrave Macmillan, London.
Reinhardt, J. (2019). Gameful Second and Foreign Language Teaching and Learning: Theory, Research, and Practice. Springer.
Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals.
Cambridge, MA: MIT Press.
Sandberg, J., Maris, M., & Hoogendoorn, P. (2014). The added value of a gaming
context and intelligent adaptation for a mobile learning application for vocabulary learning. Computers & Education, 76, 119-130.
Schell, J. (2008). The Art of Game Design. Burlington, MA: Morgan Kauffman
Publishers.
Schmidt, R. (1990). The Role of Consciousness in Second Language Learning.
Applied Linguistics, 11, 129-158.
Shrum, J., & Gilsan, E. (2015). Teacher’s Handbook: Contextualized Language
Instruction. Boston: Cengage Learning.
Sims, R. (1997). Interactivity: A forgotten art?. Computers in Human Behavior, 13(2), 157-180.
Swain, M. (1985). Communicative Competence: Some Role of Comprehensible Input and Comprehensible Output in Its Development. In S. M. Gass & C. G. Madden (Eds.), Input in Second Language Acquisition (pp. 235-253). Rowley, MA: Newbury House.
Sweller, J., Van Merrienboer, J. J., & Paas, F. G. (1998). Cognitive architecture and
instructional design. Educational Psychology Review, 10(3), 251-296.
Sykes, J. E., Reinhardt, J., Liskin-Gasparro, J. E., & Lacorte, M. (2012). Language at
play: Digital games in second and foreign language teaching and learning. Pearson Higher Ed.
Sylvén, L. K., & Sundqvist, P. (2012). Gaming as extramural English L2 learning and
L2 proficiency among young learners. ReCALL, 24(3), 302-321.
Tach, D. (2017, December 15). GOTY 2017: #1 The Legend of Zelda: Breath of the
Wild [Information on a page]. Retrieved from https://www.polygon.com/2017-best-games/2017/12/15/16780516/the-legend-of-zelda-breath-of-the-wild-goty-best-games-2017
Teng, F. (2014). Incidental vocabulary learning by assessing frequency of word
occurrence in a Graded Reader: Love or money. LEARN Journal: Language Education and Acquisition Research Network, 7(2), 36-50.
The European Mobile Game Market. (2016). 2016 Recorded Number of Video
Gamers in Millions (by region) [Information on a page]. Retrieved from
https://www.wepc.com/news/video-game-statistics/
Thorne, S. L. & Fischer, I. (2012). Online Game as Sociable Media. ALSIC, 15(2).
Accessed January 31, 2017, from http://alsic.revues.org/2450.
Tsai, Y. L., & Tsai, C. C. (2018). Digital game-based second-language vocabulary
learning and conditions of research designs: A meta-analysis study. Computers & Education.
Vahdat, S., & Behbahani, A. R. (2013). The effect of video games on Iranian EFL
learners’ vocabulary learning. Reading, 13(1).
Wolf, M. J., & Perron, B. (2008). Introduction. In The Video Game Theory Reader 2
(pp. 23-44). Routledge.
Yoshii, M., & Flaitz, J. (2002). Second language incidental vocabulary retention: The effect of picture and annotation types. CALICO Journal, 20(1), 33-58.
Young, S. S. C., & Wang, Y. H. (2014). The Game embedded call system to facilitate
English vocabulary acquisition and pronunciation. Journal of Educational Technology & Society, 17(3), 239-251.
Zheng, D. P., Bischoff, M., & Gilliland, B. (2015). Vocabulary learning in massively
multiplayer online games: Context and action before words. Educational
Technology Research & Development, 63(5), 771-790.