中大機構典藏-NCU Institutional Repository-提供博碩士論文、考古題、期刊論文、研究計畫等下載:Item 987654321/84260
English  |  正體中文  |  简体中文  |  Items with full text/Total items : 80990/80990 (100%)
Visitors : 42700397      Online Users : 1482
RC Version 7.0 © 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: http://ir.lib.ncu.edu.tw/handle/987654321/84260


    Title: 探討英語閱讀遊戲對印尼高中英語學習者的影響;EXPLORING THE EFFECT OF ENGLISH READING GAME FOR SENIOR HIGH SCHOOL EFL STUDENTS IN INDONESIA
    Authors: 賴荷妤;Setyowati, Rahayu
    Contributors: 網路學習科技研究所
    Keywords: 數位遊戲式學習;學習經驗;學習成效;英語學習;閱讀技巧;Digital game-based learning;learning experiences;learning outcomes;EFL;reading skill
    Date: 2020-08-20
    Issue Date: 2020-09-02 18:34:14 (UTC+8)
    Publisher: 國立中央大學
    Abstract: 數位遊戲式學習是一種支援學習過程的工具,因為它具有實現學習目標的教育原則
    和目的。數位遊戲式學習為學生提供了新的學習體驗和刺激。本研究旨在調查和探討使
    用閱讀遊戲式學習在 EFL 課堂上(尤其是對高中生)的學習經驗和學習成效。
    有 25 名來自 PIRI 日惹高中的學生被選為研究對象。在這項研究中,探討了學習經
    驗和遊戲式學習(成就、挑戰、引導、沉浸、趣味和娛樂),學習成效以及學生對閱讀
    遊戲的看法。本研究使用混合方法作為研究方法。訪談的目的是探討學生對閱讀遊戲式
    學習的看法。研究結果表明,學生在遊戲中沒有顯著的學習經驗,但學生擁有正向的看
    法,且學習成效有所增加。;Digital game-based learning is a tool to support the learning process since it has educational
    principles and purposes to achieve the goal of learning. Digital game-based learning gives the
    students a new experience and stimulus of learning. The present study aimed to investigate and
    explore the effectiveness of learning experience and learning outcomes using Reading GameBased Learning for EFL classroom, especially for senior high school students.
    There were 25 students of senior high school PIRI Yogyakarta selected to be the
    participants of the study. In this study, the learning experience and game-based learning
    (accomplishment, challenge, guided, immersion, playfulness, and enjoyment), the learning
    outcomes, and the students′ perceptions about the reading game were investigated. This study
    used a mixed-method as a research methodology. The interview was conducted to explore the
    students′ perceptions about reading game-based learning. The result showed that there was no
    significance between the students′ experience with the game, but the students had a positive
    perceptions and the learning outcomes increased.
    Appears in Collections:[Graduate Institute of Network Learning Technology] Electronic Thesis & Dissertation

    Files in This Item:

    File Description SizeFormat
    index.html0KbHTML252View/Open


    All items in NCUIR are protected by copyright, with all rights reserved.

    社群 sharing

    ::: Copyright National Central University. | 國立中央大學圖書館版權所有 | 收藏本站 | 設為首頁 | 最佳瀏覽畫面: 1024*768 | 建站日期:8-24-2009 :::
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 隱私權政策聲明