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題名 桌遊對國中生單字學習與學習焦慮感之影響
The Effect of Board Games on Junior High School Students’ English Vocabulary Learning and Learning Anxiety作者 蕭逸寧
Hsiao, Yi-Ning貢獻者 許麗媛
Hsu, Li-Yuan
蕭逸寧
Hsiao, Yi-Ning關鍵詞 桌遊
英語單字教學
英語單字學習
學習焦慮感
Board games
English vocabulary learning
English learning anxiety日期 2020 上傳時間 3-八月-2020 18:33:27 (UTC+8) 摘要 本研究旨在探討桌遊應用於台灣國中生英語單字學習之成效,及對學生學習焦慮感之影響,以及學生對桌遊教學的看法。研究參與對象為南台灣某公立國中八年級同班級的28名學生,進行為期8週的桌遊課程,比較課程前後學生之字彙學習表現及英語學習焦慮感程度之差異。研究工具包含自編桌遊、自編英語單字測驗、外語學習焦慮量表及開放式問卷,資料處理方式包含量化及質性分析。研究結果發現學生的單字學習成效有顯著進步,立即後測及延宕後測的分數相較於前測都較高;學習焦慮感方面雖無顯著差異,但後測分數相對桌遊實施前稍微降低。此外,問卷調查結果發現,大部分的學生對桌遊課程有正向回應。最後,根據研究結果,本研究也提出桌遊教學及研究相關建議,作為英語教師對單字教學及研究之參考。
This study investigated the effect of board games on a group of Taiwanese junior high school students’ English vocabulary learning outcomes and their English learning anxiety. Students’ perceptions of learning English vocabulary through board games were also examined. Twenty-eight 8th graders, who were in the same intact class from a school in Southern Taiwan, participated in the eight-week board-game instruction. The differences of students’ vocabulary performance and English language learning anxiety before and after the instruction were examined. Data were collected through the self-designed board games, the self-designed vocabulary test, Foreign Language Classroom Anxiety Scale, and the perception survey with open-ended questions. Both quantitative and qualitative analyses were utilized to analyze the data. The results showed that students gained significant improvement in the vocabulary test scores between the pre-test and the immediate post-test as well as the delayed post-test after the board-game instruction. Moreover, although the students’ scores of Foreign Language Learning Anxiety Scale showed no significant difference before and after the board-game instruction, their anxiety level was found to be slightly lower in the post-test. Furthermore, the findings from the survey indicated that the majority of the participants responded positively on vocabulary learning with board games. Based on the findings, suggestions regarding implementing board games in teaching English vocabulary and doing research are also provided in the study.參考文獻 Abidin, Z., Jafre, M., Pour-Mohammadi, M., Singh, B., Kaur, K., Azman, R., & Souriyavongsa, T. (2011). The effectiveness of Using Songs in YouTube to Improve Vocabulary Competence among Upper Secondary School Studies. 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國立政治大學
英語教學碩士在職專班
106951009資料來源 http://thesis.lib.nccu.edu.tw/record/#G0106951009 資料類型 thesis dc.contributor.advisor 許麗媛 zh_TW dc.contributor.advisor Hsu, Li-Yuan en_US dc.contributor.author (作者) 蕭逸寧 zh_TW dc.contributor.author (作者) Hsiao, Yi-Ning en_US dc.creator (作者) 蕭逸寧 zh_TW dc.creator (作者) Hsiao, Yi-Ning en_US dc.date (日期) 2020 en_US dc.date.accessioned 3-八月-2020 18:33:27 (UTC+8) - dc.date.available 3-八月-2020 18:33:27 (UTC+8) - dc.date.issued (上傳時間) 3-八月-2020 18:33:27 (UTC+8) - dc.identifier (其他 識別碼) G0106951009 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/131303 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 英語教學碩士在職專班 zh_TW dc.description (描述) 106951009 zh_TW dc.description.abstract (摘要) 本研究旨在探討桌遊應用於台灣國中生英語單字學習之成效,及對學生學習焦慮感之影響,以及學生對桌遊教學的看法。研究參與對象為南台灣某公立國中八年級同班級的28名學生,進行為期8週的桌遊課程,比較課程前後學生之字彙學習表現及英語學習焦慮感程度之差異。研究工具包含自編桌遊、自編英語單字測驗、外語學習焦慮量表及開放式問卷,資料處理方式包含量化及質性分析。研究結果發現學生的單字學習成效有顯著進步,立即後測及延宕後測的分數相較於前測都較高;學習焦慮感方面雖無顯著差異,但後測分數相對桌遊實施前稍微降低。此外,問卷調查結果發現,大部分的學生對桌遊課程有正向回應。最後,根據研究結果,本研究也提出桌遊教學及研究相關建議,作為英語教師對單字教學及研究之參考。 zh_TW dc.description.abstract (摘要) This study investigated the effect of board games on a group of Taiwanese junior high school students’ English vocabulary learning outcomes and their English learning anxiety. Students’ perceptions of learning English vocabulary through board games were also examined. Twenty-eight 8th graders, who were in the same intact class from a school in Southern Taiwan, participated in the eight-week board-game instruction. The differences of students’ vocabulary performance and English language learning anxiety before and after the instruction were examined. Data were collected through the self-designed board games, the self-designed vocabulary test, Foreign Language Classroom Anxiety Scale, and the perception survey with open-ended questions. Both quantitative and qualitative analyses were utilized to analyze the data. The results showed that students gained significant improvement in the vocabulary test scores between the pre-test and the immediate post-test as well as the delayed post-test after the board-game instruction. Moreover, although the students’ scores of Foreign Language Learning Anxiety Scale showed no significant difference before and after the board-game instruction, their anxiety level was found to be slightly lower in the post-test. Furthermore, the findings from the survey indicated that the majority of the participants responded positively on vocabulary learning with board games. Based on the findings, suggestions regarding implementing board games in teaching English vocabulary and doing research are also provided in the study. en_US dc.description.tableofcontents Table of ContentsAcknowledgement iiiTable of Contents vChinese Abstract viiiEnglish Abstract ixCHAPTER ONE: INTRODUCTION 1Motivation and Background 1Purpose of the Study 2Significance of the Study 3CHAPTER TWO: LITERATURE REVIEW 5Board Game Method 5Definition of Board games 5Classification of Board games 6Characteristics of Board Games 7Foreign Language Teaching and Board games8Vocabulary Teaching 9Definition of Vocabulary learning 9Methods of Vocabulary Teaching 9Vocabulary Teaching and Board Games 11Learning Anxiety 13Definition of Anxiety 13Definition of Learning Anxiety 13Learning Anxiety and Board games 14CHAPTER THREE: METHODOLOGY 17Participants 18Instruments 18The Instructional Materials 18Vocabulary Test 22Foreign Language Classroom Anxiety Scale23The Vocabulary Learning Questionnaire 23Procedure 25Data Analysis 26CHAPTER FOUR: RESULTS 29Improvement of Vocabulary Learning 29Students’ Foreign Language Learning Anxiety 31Students’ Perceptions toward Board Games 34CHAPTER FIVE: DISCUSSION AND CONCLUSION 43Discussion and Major Findings 43Pedagogical Implications 48Limitations and Suggestions for Future Research 50REFERENCES 52APPENDIX A 59APPENDIX B 60APPENDIX C 61APPENDIX D 63APPENDIX E 65APPENDIX F 66APPENDIX G 71APPENDIX H 73APPENDIX I 76APPENDIX J 77 zh_TW dc.format.extent 3719173 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0106951009 en_US dc.subject (關鍵詞) 桌遊 zh_TW dc.subject (關鍵詞) 英語單字教學 zh_TW dc.subject (關鍵詞) 英語單字學習 zh_TW dc.subject (關鍵詞) 學習焦慮感 zh_TW dc.subject (關鍵詞) Board games en_US dc.subject (關鍵詞) English vocabulary learning en_US dc.subject (關鍵詞) English learning anxiety en_US dc.title (題名) 桌遊對國中生單字學習與學習焦慮感之影響 zh_TW dc.title (題名) The Effect of Board Games on Junior High School Students’ English Vocabulary Learning and Learning Anxiety en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) Abidin, Z., Jafre, M., Pour-Mohammadi, M., Singh, B., Kaur, K., Azman, R., & Souriyavongsa, T. (2011). The effectiveness of Using Songs in YouTube to Improve Vocabulary Competence among Upper Secondary School Studies. Theory & Practice in Language Studies, 1(11).Alghamdi, A. K., & Al Ahmed, S. (2018). Effective Methods for Teaching English Vocabulary to Saudi Female Students. Journal of Education and Learning, 12(1), 118-125.Atkinson, R., Atkinson, R., & Hilgard, E. (1983). Introduction to psychology / Rita L. Atkinson, Richard C. Atkinson, Ernest R. Hilgard. (8th ed.). Harcourt Brace Jovanovich.Bailey, K. M. (1983). Competitiveness and anxiety in adult second language learning:Looking at and through the diary studies. Classroom oriented research in second language acquisition, 3(5), 67-102.Bavi, F. (2018). The effect of using fun activities on learning vocabulary at the elementary level. Journal of Language Teaching and Research, 9(3), 629-639.Cheng, Y. S., Horwitz, E. K., & Schallert, D. L. (1999). Language anxiety: Differentiating writing and speaking components. Language learning, 49(3), 417-446.Cohen, A. (1994). Assessing language ability in the classroom (2nd ed.). Heinle & Heinle.Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper & Row.Din, F. S., & Calao, J. (2001). The effects of playing educational video games on kindergarten achievement. Child Study Journal, 31(2), 95-103.Duque Micán, A., & Cuesta Medina, L. (2017). Boosting vocabulary learning through self-assessment in an English language teaching context. Assessment & Evaluation in Higher Education, 42(3), 398-414.Dwi, L. E. (2017). Improving Students Vocabulary Mastery through Pictionary Board Game at Grade IV B Of Elementary School 36 Pekanbaru. Al-Ishlah: Jurnal Pendidikan, 9(2), 1-15.Fung, Y. M., & Min, Y. L. (2016). Effects of board game on speaking ability of low-proficiency ESL learners. International Journal of Applied Linguistics and English Literature, 5(3), 261-271.Garris, R., Ahlers, R., & Driskell, J. E. (2002). 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