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    請使用永久網址來引用或連結此文件: https://ir.lib.ncu.edu.tw/handle/987654321/111112


    題名: 從性別差異探討使用數位遊戲對學習英語同義字的影響;The Effects of a Digital Game on English Synonym Learning: A Gender Difference Perspective
    作者: 范斐芃;FAN, FEI-PENG
    貢獻者: 網路學習科技研究所
    關鍵詞: 性別差異;遊戲式學習;鷹架輔助;即時回饋;Gender Differences;GBL;Scaffolding Support;Immediate Feedback
    日期: 2026-07-28
    上傳時間: 2026-10-20 16:56:05 (UTC+8)
    出版者: 國立中央大學
    摘要: 英語已成為國際溝通與學術交流的重要語言,而詞彙能力是英語學習的基礎,也與學術寫作能力密切相關。然而,詞彙學習需透過反覆練習與長期累積,容易降低學習投入。因此,近年來數位學習逐漸被應用於英語詞彙學習。其中,遊戲式學習因兼具學習與娛樂特性,而受到廣泛關注。

    儘管過去研究已證實遊戲式學習有助於促進英語詞彙學習,不同性別學習者在遊戲式學習中的需求、偏好及學習歷程仍可能存在差異。例如,男性學習者較傾向透過探索與互動進行學習,而女性學習者則較重視提示與引導資訊。此外,詞彙學習本身也容易造成學習焦慮,而不同性別學習者在情緒反應上也可能呈現不同特徵。因此,如何透過適當的機制來設計數位學習遊戲,同時兼顧不同性別學習者的需求,以及如何提升學習者的正面情緒,仍有待進一步探討。

    為解決上述問題,本研究開發Synonym-Action Game for Education (SAGE ),一套專為英語同義字學習設計的遊戲式學習系統。不同於傳統單字背誦,SAGE 結合遊戲元素來幫助學習者能在低焦慮且具挑戰性的學習情境中持續練習同義字,並逐步建構詞彙知識,包括射擊互動機制、反覆式練習、有價式鷹架、自我式競爭與即時回饋。其中即時回饋,SAGE採用動態刺激回饋與靜態資訊回饋的雙重回饋機制,前者透過即時視覺效果提升學習投入與互動體驗,後者透過學習進度、分數及結果資訊協助學習者掌握自身學習狀況。透過適當整合此兩種回饋,SAGE不僅能提供探索與互動的遊戲體驗,也能透過即時且明確的回饋資訊支援學習歷程,以滿足不同性別學習者在學習需求與偏好上的差異。
    為進一步了解不同性別學習者對 SAGE 的回應,本研究採兩階段研究設計,共包含兩項實證研究。Study 1招募6位研究生(男性3位、女性3位)使用SAGE 1.0,並透過開放式問卷蒐集學習觀感,以了解不同性別學習者對系統功能、介面設計及遊戲體驗之需求,作為系統優化依據。接著根據Study 1的結果,進一步優化SAGE 1.0,發展SAGE 2.0。Study 2則招募31位學習者(男性18位、女性13位),透過前後測和情緒量表等方式,比較不同性別學習者在學習成效、學習情緒、行為頻率與行為序列上的差異。

    在Study 1中開發SAGE 1.0,SAGE 1.0透過即時回饋呈現答題結果、學習進度與遊戲表現,並提供翻譯提示、詞性提示及例句提示等鷹架輔助,以協助學習者理解詞彙內容、完成學習任務,並降低學習過程中的困難與不確定感。接著,透過訪談與質性分析探討不同性別學習者的學習觀感。

    Study 1結果顯示,男性與女性學習者皆重視按鈕設計與遊玩順暢度。然而,男性與女性學習者在使用SAGE 1.0時仍呈現不同的學習觀感。(1) 女性學習者較重視顏色配置與整體視覺風格的一致性,而男性學習者較重視訊息呈現的清晰度與功能設計的一致性。(2) 女性學習者較關注遊戲中的趣味性與視覺互動元素,例如射擊動畫與遊戲性;男性學習者則較關注系統是否能提供即時且具功能性的學習回饋,例如答錯提示與正確答案。(3) 女性學習者較重視遊戲操作是否容易理解,偏好透過清楚的介面與操作引導快速掌握遊戲玩法;男性學習者則較重視遊戲所提供的學習內容。最後,女性學習者整體呈現較低的額外功能需求;相較之下,男性學習者則對低壓力學習環境給予正面回饋。

    接著在Study 2將SAGE 1.0 優化成SAGE 2.0。具體而言,在系統介面與回饋機制方面,SAGE 2.0 重新設計按鈕標示與操作介面,並新增題目提示功能,以提升系統易用性並回應不同性別學習者的使用需求。在操作流程方面,系統新增情緒量測機制與Learning Zone。前者用以了解學習者在使用SAGE 2.0前後的情緒變化,後者則要求學習者先閱讀學習內容並使用詞彙輔助功能後,再進入遊戲進行練習,以建立更完整的學習歷程並提升學習品質。接著,探討不同性別學習者在SAGE 2.0時的學習歷程與差異。

    研究結果顯示,學習者在學習成效上皆有顯著進步,且在前測、後測、進步分數、提示分數、任務分數及學習時間上男性學習者與女性學習者之間未呈現顯著差異,顯示 SAGE 2.0 能有效協助不同性別學習者進行英語同義字學習。然而,女性學習者的遊戲時間顯著高於男性學習者,顯示兩者在遊戲互動歷程中採取不同的學習策略。於學習情緒方面,相較於女性學習者,男性學習者在使用SAGE 2.0前具有較高的負向情緒。然而,在使用SAGE 2.0後,兩組學習者的情緒皆顯著改善,且性別差異不再顯著。在行為頻率方面,男性學習者的提示使用次數會隨學習歷程顯著下降,而女性學習者則未呈現顯著變化。在行為序列方面,男性與女性學習者皆會利用系統提供的鷹架功能輔助學習。然而,男性學習者較傾向於閱讀遊戲說明後直接預覽題目並進入關卡,且在學習過程中會反覆切換翻譯提示與例句等資訊,若遇到困難時會透過遊戲說明、題目預覽或再次進入關卡等方式進行探索;相較之下,女性學習者則較常在遊戲說明與題目預覽之間反覆確認資訊,並依序使用翻譯提示、例句及正確答案等輔助資訊進行學習,呈現較具順序性與確認性的學習歷程。

    綜上所述,本研究透過兩項研究逐步開發與優化 SAGE,並深入探討不同性別學習者於英語同義字遊戲式學習中的需求與差異。研究結果顯示,雖然不同性別學習者最終皆能獲得相近的學習成效和學習情緒,但在學習觀感及學習行為上仍呈現不同特徵。因此,本研究的貢獻在於提出一套兼顧情緒投入與學習監控之雙重回饋設計,透過整合動態刺激回饋與靜態資訊回饋,同時滿足學習者在遊戲互動與學習支持上的需求。此設計不僅有助於降低學習過程中的不確定感與學習焦慮,提升整體學習體驗,也能回應不同性別學習者在學習需求與情緒反應上的差異。此外,本研究進一步提供不同性別學習者於遊戲式英語詞彙學習中的需求、情緒反應與學習策略之實證證據,可作為未來發展性別友善與個人化遊戲式學習系統的重要參考。;English has become an important language for international communication and academic exchange, and vocabulary competence serves as a foundation for English learning and is closely related to academic writing abilities. However, vocabulary learning requires drilling and practice and long-term accumulation, which may reduce learners’ engagement. Therefore, digital learning approaches have increasingly been applied to support English vocabulary learning for recent years. Among these approaches, Game-based Learning (GBL) has attracted considerable attention because it integrates both learning and entertainment.

    Furthermore, previous studies demonstrated that GBL could facilitate English vocabulary learning. However, gender differences may influence learners’ needs, preferences, and learning processes within GBL environments. For example, male learners tended to learn through exploration and interaction whereas female learners placed greater emphasis on hints and guidance. In addition, vocabulary learning may induce learning anxiety, and female and male learners may also exhibit different emotional responses. Thus, how to design digital learning games through appropriate mechanisms to address the needs of female and male learners while enhancing learners’ positive emotions remains an issue that warrants further investigation.

    To address the above issues, this research developed the Synonym-Action Game for Education (SAGE), a GBL system specifically designed for English synonym learning. Unlike traditional vocabulary memorization, the SAGE integrated game elements to help learners continuously practice synonyms in a low anxiety yet challenging learning environment and gradually constructed vocabulary knowledge. The SAGE incorporated a shooting-based interaction mechanism, repetitive practice, cost scaffolding, self-competition, and immediate feedback. For immediate feedback, the SAGE adopted a dual-feedback mechanism consisting of dynamic stimulus feedback and static informational feedback. The former enhanced learning engagement and interactive experience through real-time visual effects whereas the latter could help learners monitor their learning status through learning progress, scores, and outcomes. By appropriately integrating these two types of feedback, the SAGE not only provided game experience that supported exploration and interaction but also facilitated the learning process through immediate and explicit hints and feedback. By doing so, the needs and preferences of female and male learners could be satisfied.

    To further understand how gender differences influenced learners′ reactions to the SAGE, this research adopted a two-stage research design consisting of two empirical studies. In Study 1, six postgraduate students (three males and three females) were recruited to use the SAGE 1.0. An open-ended questionnaire was administered to collect learners′ perceptions regarding the system functions, interface design, and gaming experience, with the aim of identifying the needs of female and male learners and providing a basis for system refinement. Based on the findings of Study 1, the SAGE 1.0 was further optimized to develop the SAGE 2.0. In Study 2, 31 learners (18 males and 13 females) were recruited. Pre- and post-tests, an emotion questionnaire, and behavioral analyses were applied to identify gender differences in learning performance, learning emotions, behavior frequencies, and behavioral sequences.

    In Study 1, the SAGE 1.0 was developed. The SAGE 1.0 presented answer outcomes, learning progress, and game performance through immediate feedback and provided various scaffolding support, including translation hints, form hints, and example sentence hints, to assist learners in understanding vocabulary meanings, completing learning tasks, and reducing difficulties and uncertainty during the learning process. Subsequently, interviews and qualitative analysis were conducted to explore the learning perceptions of female and male learners.

    The results from Study 1 indicated that both male and female learners valued button design and gameplay smoothness. Nevertheless, male and female learners exhibited different learning perceptions when using the SAGE 1.0. First, female learners placed greater emphasis on color arrangement and the consistency of the overall visual style whereas male learners paid greater attention to the clarity of information presentation and the consistency of functional design. Second, female learners were more concerned with game enjoyment and visual interactive elements, such as shooting animations and gameplay features whereas male learners focused more on whether the SAGE 1.0. could provide immediate and functional learning feedback, such as incorrect answer notifications and correct answers. Third, female learners placed greater importance on whether the game operation was easy to understand and preferred to quickly grasp the gameplay through a clear interface and operational guidance whereas male learners were more concerned with the learning content. Finally, female learners generally demonstrated lower demands for additional functions. In contrast, male learners provided positive feedback regarding the low-pressure learning environment.

    Based on the findings of Study 1, the SAGE 1.0 was optimized in Study 2, where the SAGE 2.0 was developed Regarding the system interface and feedback mechanism, the SAGE 2.0 redesigned button labels and the operational interface and added a question hint function to improve system usability and address the usage needs of female and male learners. Regarding the operational process, the SAGE 2.0introduced an emotion measurement mechanism and a Learning Zone. The former was used to understand learners’ emotional changes before and after using the SAGE 2.0, whereas the latter required learners to first read the learning materials and use the vocabulary support functions before entering the game for practice. Subsequently, the SAGE 2.0 was used to investigate the learning processes and preferences of female and male learners.

    The results indicated that all learners achieved significant improvement in learning performance. In addition, no significant gender differences were found in pre-test scores, post-test scores, gain scores, hint scores, task scores, or learning time, suggesting that the SAGE 2.0 effectively supported English synonym learning for female and male learners. However, female learners spent significantly more time playing the game than male learners, indicating that the two groups adopted different learning strategies during the game interaction process. Regarding learning emotions, male learners exhibited higher levels of negative emotions than female learners before using the SAGE 2.0. After using the SAGE 2.0, however, the emotions of both groups improved significantly, and the gender difference was no longer significant. Regarding behavior frequencies, the frequencies of hint usage among male learners decreased significantly throughout the learning process whereas no significant change was observed among female learners. Regarding behavioral sequences, both male and female learners utilized the scaffolding hints. However, male learners tended to preview questions and directly enter a level after reading the game instructions. During the learning process, they frequently switched between translation hints and example sentences, and when encountering difficulties, they made exploration by reviewing game instructions, previewing questions, or re-entering levels. In contrast, female learners more frequently confirmed information by repeatedly switching between game instructions and question previews. They also tended to use translation hints, example sentences, and correct answers in sequence, demonstrating a more sequential and confirmation-oriented learning process.

    In summary, this research progressively developed and refined SAGE through two empirical studies and provided an in-depth investigation of the needs and differences of female and male learners in English synonym GBL. The findings indicated that female and male learners achieved comparable learning performance and learning emotions, but they exhibited different characteristics in learning perceptions and learning behavior. Therefore, the contribution of this research lies in proposing a dual-feedback design that simultaneously supports emotional engagement and learning monitoring. By integrating dynamic stimulus feedback and static informational feedback, the SAGE addressed learners’ needs for both game interaction and learning support. This design approach can not only reduce uncertainty and learning anxiety during the learning process and enhances the overall learning experience but also addresses differences in the learning needs and emotional responses of female and male learners. In addition, this research provides empirical evidence regarding the needs, emotional responses, and learning strategies of female and male learners in English vocabulary GBL, which can serve as an important reference for the future development of gender-friendly and personalized GBL.
    顯示於類別:[網路學習科技研究所 ] 博碩士論文

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