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研究生: 賴國維
Lai, Kuo-Wei
論文名稱: 比較虛擬實境與電腦視覺小說遊戲對字彙學習之效應
When Simulated Reality Comes into Play: The Effect of Visual Novel Gaming in VR and PC on Vocabulary Learning
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: 2019
畢業學年度: 107
語文別: 英文
論文頁數: 97
中文關鍵詞: 虛擬實境數位遊戲式學習字彙學習
英文關鍵詞: virtual reality, DGBLL, vocabulary learning
DOI URL: http://doi.org/10.6345/NTNU201900655
論文種類: 學術論文
相關次數: 點閱:317下載:76
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  • 科技的進步為第二語言學習者帶來更多元的學習機會,在數位遊戲式學習領域中關於字彙學習的研究也隨之增加。其中,虛擬實境遊戲對語言學習的效益還有待探索,特別是在虛擬實境下的英語字彙學習,以及在教室中利用虛擬實境進行教學的可能性。因此,本研究比較第二語言學習者利用虛擬實境與電腦視覺小說遊戲學習字彙的成效,並進一步探討學習者對這兩種學習媒介的看法。
    三十位新北市某高中的高三生參與此研究,並被隨機分配至虛擬實境組和電腦組。首先,兩組在體驗遊戲前都接受了單字翻譯及選擇題以測量他們對目標單字的先備知識。接著,虛擬實境組利用頭戴式裝置(Oculus Go)進行五十分鐘的視覺小說遊戲(Angels and Demigods),而電腦組則進行五十分鐘同款遊戲的電腦版。為比較兩組字彙學習的情況,在體驗遊戲後兩組受試者都接受了單字後測、延後測,以及問卷,以了解他們對此學習方式的感想。
    研究結果顯示兩組受試者在單字翻譯和選擇題都有比前測更好的表現。虛擬實境組的後測和延後測平均分數皆高於電腦組,但只有在單字翻譯的延後測呈現顯著。另外,本研究也發現圖片在虛擬實境的呈現下更有助於單字學習。最後,透過問卷可得知兩組受試者對虛擬視覺小說遊戲都有正面評價,並且願意將此做為英語字彙學習的工具。

    Research on vocabulary acquisition in digital-game based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition. As virtual reality gaming offers new opportunities to explore its effectiveness in language learning, it is thus important to investigate the benefits of virtual reality on English vocabulary learning, as well as the potential in incorporating virtual reality to teaching practices in the classroom. Therefore, this study aimed to investigate the effect of VR and PC gaming on L2 learners’ vocabulary learning, as well as their affective perception.
    Thirty Grade 12 students studying at a senior high school in New Taipei City participated in this study and were randomly assigned to either the VR or PC group. The VR group played a Scifi VR visual novel game, Angels and Demigods, using the Oculus Go whereas the PC group played the same game in the PC version without the VR elements. The gaming session lasted for fifty minutes for both groups. A vocabulary translation and recognition pretest, posttest and delayed posttest were adopted to compare their performance, along with a questionnaire to probe on their perception towards their respective treatment.
    The results revealed that both the VR group and the PC group were able to gain vocabulary knowledge in both the translation and recognition tests. In comparison, the VR group demonstrated a higher mean score than the PC group, as well as reaching a significant level in the vocabulary translation delayed posttest. The findings also suggested that images that appeared in the game through VR mediation better facilitated vocabulary acquisition. Comments from the questionnaire showed that learners in both groups enjoyed playing the visual novel game and were willing to adopt it as a tool for learning vocabulary.

    CHAPTER ONE INTRODUCTION 1 1.1 Background 1 1.2 Purposes of the Study 5 1.3 Research Questions 7 1.4 Organization of the Study 8 CHAPTER TWO LITERATURE REVIEW 9 2.1 Digital Game-Based Language Learning 9 2.1.1 Vocabulary Learning in Gaming 10 2.1.2 DGBLL via Visual Novel Games 14 2.2 Virtual Reality and Language Learning 17 2.2.1 Characteristics of VR and its Potential 18 2.2.2 Studies in Language Learning Involving VR 19 2.3 Empirical Studies in VR and Vocabulary Learning 21 2.4 Summary of Chapter 2 23 CHAPTER THREE METHOD 25 3.1 Participants 25 3.2 Instruments 26 3.2.1 Oculus Go 26 3.2.2 Angels and Demigods (Virtual Novel Game) 27 3.2.2.1 VR-supported Gaming Condition 33 3.2.2.2 PC-supported Gaming Condition 35 3.2.3 Target Words 35 3.3 Data Collection 38 3.3.1 Vocabulary Translation and Recognition Test 38 3.3.2 Questionnaire 39 3.4 Procedure 40 3.5 Data Analysis 41 CHAPTER FOUR RESULTS 43 4.1 Descriptive Statistics on Participants’ Vocabulary Tests 43 4.1.1 Results: Vocabulary Translation Test 43 4.1.2 Results: Vocabulary Recognition Test 46 4.2 Target word presentation and retention rate 50 4.2.1 Word frequency and retention rate 50 4.2.2 Images and retention rate 51 4.3 Questionnaire Results 52 4.3.1 Participants’ Perception towards Vocabulary Learning with the Game 53 4.3.2 Advantages and Disadvantages of Learning English Vocabulary with Angels and Demigods 56 4.4 Conclusion 59 CHAPTER FIVE DISCUSSION AND CONCLUSION 61 5.1 Summary of findings 61 5.2 Discussion on research findings 62 5.2.1 The Effects of VR and PC Visual Novel Gaming on Vocabulary Recall and Retention 62 5.2.2 Differences in Vocabulary Recall and Retention Between the VR Group and the PC Group 64 5.2.3 Learners’ Perceptions of VR and PC Visual Novel Gaming 66 5.3 Limitations of the study 68 5.4 Pedagogical Implications 69 REFERENCES 71 Appendix A Translation Pretest 85 Appendix B Immediate Translation Posttest 86 Appendix C Short-Delayed Translation Posttest 87 Appendix D Recognition Pretest 88 Appendix E Immediate Recognition Posttest 90 Appendix F Short-Delayed Recognition Posttest 92 Appendix G Questionnaire (VR Group) 94 Appendix H Questionnaire (PC Group) 96

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