Publications-Theses

Article View/Open

Publication Export

Google ScholarTM

NCCU Library

Citation Infomation

Related Publications in TAIR

題名 遊戲式行動英語字彙學習APP之學習認知與成效評估研究:以臺灣 EFL 學習者為例
Assessing the Effects of Mobile Vocabulary Learning APP with Game-Related Functions on Learners’ Learning Perceptions and Performance: A Case Study of Taiwanese EFL Learners
作者 黃泓彬
Huang, Hong Bin
貢獻者 陳志銘
Chen, Chih Ming
黃泓彬
Huang, Hong Bin
關鍵詞 英語字彙學習
遊戲式行動學習
學習認知
混合研究法
English Vocabulary Learning
Mobile Game-Based Learning
Learners` Perceptions
Mixed Methodology
日期 2014
上傳時間 1-Jun-2015 12:17:40 (UTC+8)
摘要 在英語為外語的學習中,英語字彙的習得對於英文能力的提昇扮演極其關鍵的角色,重複背誦法為傳統最常被採用的字彙學習方法。然而,過去的研究已證實此一方法容易造成學習者僅止於被動學習。近年來隨著資訊與通訊科技(ICT)的蓬勃發展,遊戲式行動學習已被證實能有效協助學習者習得並保留知識。因此,本研究探討一款新開發的行動英語字彙學習APP,在有無遊戲相關功能支援下,對於英語字彙學習之學習認知以及學習成效的影響。
本研究採用混合研究法,使用包括前測、立即後測、延宕後測、問卷、使用者行為分析、半結構式訪談等量化及質化研究工具進行研究。實驗對象為二十名國立政治大學文學院大學部學生,以等組方式隨機分派為採用具遊戲相關功能之行動英語字彙學習APP 的實驗組,以及採用不具遊戲相關功能之行動英語字彙學習APP 的控制組,並以智慧型手機進行為期四週之自主學習活動。結果顯示,採用具遊戲相關功能之行動英語字彙學習APP 的實驗組學習者,其平均字彙習得、字彙保留均顯著優於採用不具遊戲相關功能之行動英語字彙學習APP控制組
學習者;採用具遊戲相關功能行動之英語字彙學習APP 的實驗組學習者在問卷調查之學習有效性以及滿意度上優於控制組學習者;採用具遊戲相關功能之行動英語字彙學習APP 的實驗組學習者,字彙學習成效與其學習參與程度以及遊戲相關功能使用次數上呈現顯著的正相關;在半結構式訪談中,實驗組學習者提出影響其是否採用具遊戲相關功能之行動英語字彙學習APP 輔助英語字彙學習意願的五大因素,包括介面設計、遊戲設計、內容設計、健康擔憂以及花費。
綜上所述,本研究證實具遊戲相關功能之行動英語字彙學習APP 具有寓教於樂的特性,為一具備吸引力、有效性之學習輔助工具,不僅能有效協助學習者習得以及保留字彙,亦促使學習者對此種學習方式抱持著正面態度。具遊戲相關功能之行動英語字彙學習APP 的確可改善傳統英語字彙學習方式之諸多侷限,並且協助學習者有效達成學習目標。最後,本研究建議教師以及學習者可以使用具遊戲相關功能之行動英語字彙學習APP 輔助教學與學習,唯特定潛在問題,例如遊戲選擇基準以及成效評估方式,仍須悉心思量;而教育遊戲開發者亦須在教育遊戲之教育目的以及娛樂功能中,取得良好的平衡。
Many previous studies confirmed that vocabulary learning plays a key role in the processes of foreign language learning, and repetition strategy is still the most widely-used strategy for vocabulary learning. However, it has long been argued that
repetition strategy may make learners passive, or even indifferent, to their learning.
With the rapid development of information and communication technology (ICT), mobile game-based learning (MGBL) has been considered as a promising scheme for assisting learners in successfully acquiring and retaining knowledge. Thus, this study assesses the effects of utilizing PHONE Words, which is a novel mobile vocabulary learning APP with game-related functions (MVLA-GF), as a learning tool on learners‘ perceptions and learning performance. A mixed methodology that combines quantitative and qualitative approaches including a pretest, an immediate posttest, a delayed posttest, a questionnaire survey, a usage analysis of MVLA-GF, and a semi-structured interview was adopted in this study. In the 4-week experimental treatment, twenty undergraduate students from
College of Liberal Arts of National Chengchi University were recruited as the research subjects and were randomly assigned into the experimental group using MVLA-GF and the control group using MVLA-NGF. Analytical results show that the
mean vocabulary acquisition and vocabulary retention of experimental group using MVLA-GF were both significantly higher than those of control group using MVLA-NGF. Results of the questionnaire confirmed that, in the facilitation of English vocabulary learning, MVLA-GF contributes to higher effectiveness and satisfaction than MVLA-NGF does. Results of Pearson correlation analysis show that learners‘ involvements and dependence on gamification-related functions were positively correlated with their vocabulary learning performance. Five aspects—interface design, gamification design, content design, health concerns, and costs—were proposed as the decisive factors influencing learners‘ perceptions toward using MVLA-GF for supporting English vocabulary learning.
In conclusion, this study confirmed that MVLA-GF, with its edutainment elements and game attributes, is an appealing, conducive learning tool for augmenting learners‘ vocabulary acquisition and vocabulary retention, and learners generate
positive perceptions toward using MVLA-GF as a vocabulary learning tool. That is, MVLA-GF can be regarded as a promising, viable learning tool for improving traditional vocabulary learning approaches, which were considered neither effective
nor attractive. Finally, this study suggested that educators and learners can apply MVLA-GF as a learning tool for English vocabulary learning—with potential issues, such as criteria for educational game evaluation, being attentively taken into account. Educational game developers, on the other hand, should leverage to achieve a balance between education Purpose and entertainment effect of a given educational game.
參考文獻 Ali, D., & Hossein, K. (2011). Why CALL Why Not MALL: An In-depth Review of Text-message Vocabulary Learning. Theory and Practice in Language Studies, 1 (9), 1150-1159.
Allen, V. F. (1983). Techniques in teaching vocabulary. New York: Oxford University Press.
Arani, K. A. (2010). Mobile English learning face to face: A blended model. Modern English Teacher, 19 (1), 21-29. Basoglu, E. B., & Akdemir, O. (2010). A comparison of undergraduate students‘ English vocabulary learning: Using mobile PHONEs and flash cards. TOJET, 9 (3), 1-7.
Bennett, S., & Matont, K. (2010). Beyond the ‗digital natives‘ debate: Towards a more nuanced understanding of students‘ technology experiences. Journal of Computer Assisted Learning, 26, 321-331.
Brown, J. (2010). Can you hear me now? Training and Development, 64(2): 28-30.
Caillois, R. (1961). Man, play, and games. New York: Free Press.
CAUSEweb (n.d.). What Is Game-Based Learning? Retrieved November 10, 2013, from http://serc.carleton.edu/sp/cause/games/whatis.html
Carter, R. (1987). Vocabulary: Applied linguistic perspectives. London: Unwin Hyman.
Cavus, N., & Ibrahim, D. (2009). m-Learning: An experiment in using SMS to support learning new English language words. British Journal of Educational Technology, 40 (1), 78-91.
Chen, C. M., & Hsu, S. H. (2008). Personalized intelligent mobile learning APP for supporting effective English learning. Educational Technology & Society, 13(3), 153-180.
Chen, H. C., & Yeh, H. C. (2004). College Student`s Difficulties and Strategies in EFL Vocabulary Learning. Wu Feng Institute of Technology Journal, 12, 107-114.
Chen, T. C., & Andrew M. (2009). Understanding Taiwanese College Students’Strategies for English Language Learning. Chaoyang Journal of Humanities and Social Sciences, 7 (1),97-130.
Chinnery, M. G. (2006). Going to the MALL: Mobile Assisted Language Learning. Language Learning and Technology, 1, 9-16.
Coffey, H (n.d.). Digital game-based learning. Retrieved November 14, 2013, from http://www.learnnc.org/lp/pages/4970
Crookall, D., Oxford, R. L., & Saunders, D. (1987). Towards a reconceptualization of simulation: From representation to reality. Simulation, Games for Learning, 17,147-171.
David O. N., Brett E. S., & Brian M. (2009). Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture. Computer Assisted Language Learning, 22 (5), 409-424.
Dias, J. (2002). CELL PHONEs in the classroom: Boon or bane? Calling Japan, 10(2), 16-22.
Dolati, I., & Mikaili,P. (2011). Effects of Instructional Games on Facilitating of Students‘ Vocabulary Learning. Australian Journal of Basic and Applied Sciences, 5(11): 1218-1224,
Dondi, C., & Moretti, M. (2007). A methodological proposal for learning games selection and quality assessment. British Journal of Educational Technology, 38(3), 502-512.
Ellis, N. C. (1995). Psychology of foreign language vocabulary acquisition: Implications for CALL. Computer Assisted Language Learning 8(2), 103-128.
ELLEY, W. B. (1985). Lessons learned about LARIC. New Zealand: University of Canterbury. Ersoz, A. (2000). Six games for the EFL/ESL classroom. The Internet TESL Journal,6, 49-62.
ETS (2011). New TOEIC Official Test -Preparation Guide III. Taipei: Chun Shin.
Facer, K., Joiner R., Stanton, D., Reid, J., Hull, R., & Kirk, D. (2004). Savannah: mobile gaming and learning? Journal of Computer Assisted Learning, 20, 399-409.
Fotouhi-Ghazvinchi, F., Earnshaw, R., Robinson, D., & Excell, P. (2009). The MOBO City: A mobile game package for technical language learning. iJIM, 3(2), 19-24.
Francis, W. N., & Kucera, H. (1982). Frequency analysis of English usage. Boston: Houghton Mifflin Company.
Franciosi, S. J. (2011). A Comparison of Computer Game and Language-Learning Task Design Using Flow Theory. CALL-EJ, 12(1), 11-25.
Gairns, R., & Redman, S. (1986). Working with words-A guide to teaching & learning vocabulary. Cambridge: Cambridge University Press.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
Goodman, D., Bradley, N. Paras, B., Williamson, J., & Bizzochi, J. (2006). Video gaming promotes concussion knowledge acquisition in youth hockey players. Journal of Adolescence, 29, 351- 360.
Goulden, R., Nation, P., & Read, J. (1990). How large can a receptive vocabulary be? Applied Linguistics, 11, 341-363.
Griffin, G. (2010). Mobile learning is beyond its tipping point. Retrieved November 9, 2013, from http://www.parrotscience.wordpress.com
Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion. Orlando: Naval Air Warfare Center Training APPs Division.
Harmon, J. M. (1998). Vocabulary teaching and learning in a seventh-grade literature-based classroom. Journal of Adolescent & Adult Literacy, 41(7), 518-529.
Hogle, J. (1996). Considering games as cognitive tools: In search of effective Edutainment. Retrieved November 14, 2013, from http://twinpinefarm.com/pdfs/games.pdf
Hung, H. C., & Young, S.C. (2007). Constructing the game-based learning environment on handheld devices to facilitate English vocabulary building. Seventh IEEE International Conference on Advanced Learning Technologies (ICALT 2007), 348-350.
Huang, T. L. (1997). An investigation the importance of enhancing vocabulary teaching. The Proceedings of the 6th International Symposium on English Teaching, 322-331. Taipei: Crane Publishing Co.
Huang, W. H., Huang, W. Y., & Tschopp, J. (2010). Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing. Computers & Education, 55(2), 789-797.
Huang, Y. C. (2003). The effects of vocabulary glosses and example sentences on junior high school EFL students` reading comprehension and vocabulary learning. Unpublished master‘s thesis, National Cheng-Kung University,
Taiwan.
Hulstijn, J. H., & Atkins, B. T. (1998). Empirical Research on Dictionary Use in
Foreign-Language Learning: Survey and Discussion. Lexicographical Series
Major, 88, 7-19.
Huyen, N. T., & Nga, K. T. (2003). Learning vocabulary through games: The
effectiveness of learning vocabulary through games. Retrieved October 22, 2013,
from http://www-asian-efl-journal.com
Jensen, E. (2005). Teaching with the Brain in Mind. Alexandria: ASCD.
Johnson, D. D. (2001). Vocabulary in the elementary and middle school. Boston:
Allyn & Bacon.
Juul, J. (2003). The Game, the Player, the World: Looking for a Heart of Gameness.
Digital Games Research Conference Proceedings, 30-45. Utrecht: Utrecht
University.
Kang, J. (2012). Attributes and motivation in game-based learning: a review of the
literature. Unpublished master‘s thesis, University of Texas, America.
Ke, F. (2008). Computer games application within alternative classroom goal
structures: Cognitive, metacognitive, and affective evaluation. Educational
Technology Research and Development, 56(5), 539-556.
Kennedy, C., & Levy, M. (2008). Using SMS to support beginners‘ language learning.
ReCALL, 20(3), 315-350.
Klopfer, E., Squire, K., & Jenkins, H. (2002). Environmental Detectives: PDAs as a
window into a virtual simulated world. Retrieved October 16, 2013, from
http://dx.doi.org/10.1109/WMTE.2002.1039227
Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward.
Cambridge: Education Arcade.
Kukulska-Hulme, A. (2006). Learning activities on the move. Retrieved November 10,
2013, from http:// vsportal2006. googlepages.com/ =KukulskaHulme_2006. pdf
Kuo, F. I., & Chiang, H. K. (2006). Story animation: Helping students build
connections between words and pictures in multimedia learning. Retrieved
September 24, 2013, from
http://fllcccu.ccu.edu.tw/confernece/2005conference_2/download/C16.pdf
Laouris, Y., & Eteokleous, N. (2005). We need an educationally relevant definition of
mobile learning. The Proceedings of the 4th World Conference on Mobile
Learning, symposium held at Cape Town, South Africa.
Laufer, B., & Sim, D. (1985). Measuring and explaining the threshold needed for
English for Academic Purposes texts. Foreign Language Annals, 18, 405-413.
Laufer, B. (1992). How much lexis is necessary for reading comprehension?
Vocabulary and Applied Linguistics, 126-132.
Levy, M. M., & Kennedy, C. (2005). Learning Italian via mobile SMS. Handbook for
Educators and Trainers, 76-83.
Li, C. L., Haggard, S., Chen, S. (2010). A Study of Taiwan`s Technical College
Students` English Learning Strategies. Proceedings of the 2010 International
Conference on ELT Technological Industry and Book Fair, 136-146. Taiwan:
National Pingtung University of Science and Technology.
Liang, T. (1996). Cooperative learning in English education. Proceedings of the 5th
International Symposium on English Education, 65-71.
Liao, Y. F. (2004). A survey study of Taiwan EFL Freshmen‘s vocabulary learning
strategies. Journal of Pingtung Teachers College, 21, 271-288.
Lim, C. (2008). Global citizenship education, school curriculum and games: Learning
Mathematics, English and Science as a global citizen. Computers & Education,
51(3), 1073-1093.
Lu, M. (2008). Effectiveness of vocabulary learning via mobile PHONE. Journal of
Computer Assisted Learning, 24, 515-525
Ma, Q., & Kelly, P. (2006). Computer assisted vocabulary learning: Design and
evaluation. Computer Assisted Language Learning, 19(1), 15-45.
Mayer, R. E. (1997). Multimedia learning: are we asking the right questions?
Educational Psychologist, 32, 1-19.
McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use
of games: An exploration by TEEM of the contribution which games can make to
the education process. Retrieved November 6, 2013, from
http://reservoir.cent.uji.es/ canals/octeto/es/440
Meara, P. (1980). Vocabulary acquisition: A neglected aspect of language learning.
Language Teaching and Linguistics. 13, 221-246.
Minoo, A., Mohammad, R., Anani, S., & Zahra L. (2012). Successful Learning of
Academic Word List via MALL. International Education Studies, 5 (6), 99-109.
Mitchell, A., & Saville-Smith, C. (2004). The use of computer and video games for
learning: A review of the literature. London: The Learning and Skills
Development Agency.
Monheimer, H. A. (2004). L2 vocabulary acquisition through text reading: Canlexical
processing strategies help? Unpublished doctoral dissertation, University of
Pennsylvania, USA.
Mostakhdemin-Hosseini, A., & Tuimala, J. (2005). Mobile Learning Framework.
Proceedings IADIS International Conference Mobile Learning, 203-207.
Mostafa, Z., & Zahra, A. (2013). Exploring the effect of Java mobile dictionaries on
Iranian EFL students‘ vocabulary learning. International Journal of Research
Studies in Educational Technology, 3(1), 1-14.
Motallebzadeh, K., & Ganjali, R. (2011). SMS: Tool for L2 vocabulary retention and
reading comprehension ability. Journal of Language Teaching and Research,
2(5), 1111-1115.
Nation, I. S. P. (1990). Teaching and Learning Vocabulary. New York: Newbury
House.
Nation, I. S. P., & Waring, R. (1997). Vocabulary size, text coverage and word lists.
The Proceedings of Vocabulary: Description, acquisition, and pedagogy, 6-19.
Cambridge: Cambridge University Press.
Nation I.S.P. (2001). Learning Vocabulary in Another Language. Cambridge:
Cambridge University Press
National Communication Commission (2013). Penetration rate of mobile PHONEs in
Taiwan. NCC News, 7(3), 1-14.
Nutta, J. (1998). Is computer-based grammar instruction as effective as
teacher-directed grammar instruction for teaching L2 structures? CALICO
Journal, 16(1), 49-62.
Oblinger, D. (2006) Simulations, Games and Learning. Educause Quaterly, 29(3),
5-7.
O‘Malley, C., Vavoula, G., Glew, J., Taylor, J., Sharples, M., & Lefrere, P. (2003).
Guidelines for learning/teaching/tutoring in a mobile environment. Mobilearn
project deliverable. Retrieved November 20, 2013, from
http://www.mobilearn.org/download/results/guidelines.pdf
Paivio, A. (1986). Mental representations: A dual-coding approach. New York:
Oxford University Press.
Pettit, J., & Kukulska-Hulme, A. (2007). Going with the Grain: Mobile Devices in
Practice. Australasian Journal of Educational Technology, 23(1), 17-33.
Pimsleur, P. (1967). A memory schedule. The Modern Language Journal, 51(2),
73-75.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Read, J. (2000). Assessing Vocabulary. Cambridge: Cambridge University Press
Richard, V. E. (2006). Digital Game-Based Learning: It‘s not just the digital natives
who are restless. EDUCAUSE Review, 41(2), 17-30.
Rosas, R., Nussbaumb, M., Cumsillea, P., Marianovb, V., Correaa, M., Floresa, P.,
Graua, V., Lagosa, F., Lopeza, X., Lopeza, V., Rodriguezb, P. & Salinasa, M.
(2003). Beyond Nintendo: design and assessment of educational video games for
first and second grade students. Computers & Education, 40, 71-94.
Robert, A. (2002). Learner attitudes towards the use of CALL. Computer Assisted
Language Learning, 15(3), 241-249.
Roschelle, J. (2003). Unlocking the learning value of wireless mobile devices.
Journal of Computer Assisted Learning, 19(3), 260-272.
Rowe, J. P., Shores, L. R., Mott, B. W., & Lester, J. C. (2011). Integrating Learning,
Problem Solving, and Engagement in Narrative-Centered Learning
Environments. International Journal of Artificial Intelligence in Education,
21(2), 115-133.
Ruddell, M. R., & Shearer, B. A. (2002). ―Extraordinary,‖ ―tremendous,‖
―exhilarating,‖ ―magnificent‖: Middle school at-risk students become avid word
learners with the vocabulary self-collections strategy. Journal of Adolescent
Adult Literacy, 45(5), 352-363.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video
games: A self-determination theory approach. Motivation and Emotion, 30(4),
344-360.
Sandberg, J., Maris, M., & de Geus, K. (2011). Mobile English learning: An
evidence-based study with fifth graders. Computers & Education, 57(1),
1334–1347.
Schmitt, N. (1997). Vocabulary learning strategies. The proceedings of Vocabulary:
Description, acquisition, and pedagogy, 194-210. Cambridge: Cambridge
University Press.
Schmitt, N. (2000). Vocabulary in Language Teaching. Cambridge: Cambridge
University Press.
Schwabe, G., Göth, C. (2005). Mobile Learning with a Mobile Game: Design and
Motivational Effects. Journal of Computer Assisted Learning, 21, 204-216.
Shahrokni, S. A. (2009). Second language incidental vocabulary learning: The effect
of online textual, pictorial, and textual pictorial glosses. TESL-EJ, 13(3).
Retrieved September 29, 2013, from
http://www.tesl-ej.org/wordpress/issues/volume13/ej51/ej51a3
Sharples, M. (2000). The design of personal mobile technologies for lifelong learning.
Computers & Education, 34, 177-193.
Sharples, M. (2009). Methods for Evaluating Mobile Learning. Retrieved November
24, 2013, from http://www.lsri.nottingham.ac.uk/msh/Papers/
MILRM%20book%20Sharples%20SUBMIT TED.pdf
Sökmen, A. (1997). Current trends in teaching second language vocabulary. The
proceedings of Vocabulary: Description, acquisition, and pedagogy, 237-257.
Cambridge: Cambridge University Press.
Song, Y., & Fox, R. (2008). Using PDA for undergraduate student incidental
vocabulary testing. ReCALL, 20(3), 290-314.
Sousa, D. (2001). How the brain learns: A classroom teacher`s guide. Thousand Oaks:
Corwin.
Sprenger, M. (2005). How to teach so students remember. Alexandria: ASCD.
Stead, G. (2005). Moving mobile into the mainstream. Retrieved November 2, 2013,
from http://www.ascilite.org.au/conferences/brisbane05/blogs/
proceedings/53_Stead.pdf
Stockwell, G. (2010). Using mobile PHONEs for vocabulary activities: Examining
the effect of the platform. Language Learning & Technology, 14(2), 95-110.
Stoffer, I. (1995). University Foreign Language Students’ Choice of Vocabulary
Learning Strategies as Related to Individual Difference Variables. Unpublished
doctoral dissertation, University of Alabama, Alabama.
Stokes, B. (2011). Trends in gaming: rethinking mobile. London: Edward Arnold.
Sukstrienwong, A., & Vongsumedh, P. (2013). Software Development of Word
Search Game on Smart PHONEs in English Vocabulary Learning. The
proceedings of the 2013 International Conference on Education and Modern
Educational Technologies, 37-42.
Suleyman A. S., Naseer A. J., & Harin S. (2014). Effects of User Age on
SmartPHONE and Tablet Use, Measured with an Eye-Tracker via Fixation
Duration, Scan-Path Duration, and Saccades Prop. The proceedings of t he 8th
HCI International Conference, 3-14.
Tayebeh M. M., & Amin N. (2012). Mobile-Assisted Language Learning.
International Journal of Distributed and Parallel APPs, 3(1), 309-319.
Tarng, W., & Tsai, W. (2010). The Design and Analysis of Learning Effects for a
Game-based Learning APP. Engineering and Technology, 61, 336-345.
Thornton, P., & Houser, C. (2005). Using mobile PHONEs in English education in
Japan. Journal of Computer Assisted Learning, 21(3), 217-228.
Tobii Technology (2010). Using Eye Tracking to Test Mobile Devices: What to
Consider and How to Set It Up. Retrieved June 20, 2014, from
http://www.tobii.com/Global/Analysis/Training/WhitePapers/Tobii_Using_EyeT
racking_to_Test_Mobile_Devices_WhitePaper.pdf
Traxler, J. (2005). Defining mobile learning. The Proceedings IADIS International
Conference Mobile Learning, 261-266.
Tuzun, H., Yilmaz-Soylu, M., Karakuş, T., İnal, Y., & Kizilkaya, G. (2009). The
effects of computer games on primary school students` achievement and
motivation in geography learning. Computers & Education, 52(1), 68-77.
Uzun, L., Cetinavci, U. R., Korkmaz, S., & Salihoglu, U. M. (2013). Developing and
applying a foreign language vocabulary learning and practice game: The effect
of VocaWord. Digital Culture & Education, 5(1), 48-70.
Valk, J. H., Rashid, A., & Elder, L (2010). Using Mobile PHONEs to improve
educational outcomes: an analysis of evidence from Asia. IRRODL, 11(1),
117-40.
Yanguas, I. (2009). Multimedia glosses and their effect on L2 text comprehension and
vocabulary learning. Language Learning & Technology, 13(2), 48-67.
You, Y. L., Tsai, J. Y., Chuang, W. C., Kuo, C. F., & Lu, H. Y. (2000). An empirical
study of the intervention of TVES college students‘ learning difficulties in
English: Take the engineering-majored students at NYUST as an example. The
Proceedings of the 9th International Symposium on English Teaching, 640-649.
Taipei: Crane Publishing.
Wang, S., & Higgins, M. (2006). Limitations of mobile PHONE learning. CALL
Journal, 2(1), 3-14.
Wilkins, D. A. (1972). Linguistics in language teaching. London: Edward Arnold.
Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., &
Conkey, C. (2009). Relationships between Game Attributes and Learning
Outcomes: Review and Research Proposals. Simulation & Gaming, 40(2),
217-266.
Winters, N. (2006). What is mobile learning? Nottingham: University of Nottingham.
Wittgenstein, L. (1953). Philosophical investigations. New York: Macmillan.
Wu, L. F. (2003). Vocabulary learning strategies among junior college students.
Journal of Far East University, 23(1), 131-140.
Wu, S. C. (2002). English vocabulary learning strategies for junior college students in
Taiwan. The Journal of Hsing Wu College, 31, 269-288.
Zeinab, A., & Nafiseh, A. M. (2012). Second Language Vocabulary Acquisition in
CALL and MALL Environments and Their Effect on L2 Vocabulary Retention: A
Comparative Study. Australian Journal of Basic and Applied Sciences, 6(9),
109-118.
描述 碩士
國立政治大學
圖書資訊與檔案學研究所
101155007
103
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0101155007
資料類型 thesis
dc.contributor.advisor 陳志銘zh_TW
dc.contributor.advisor Chen, Chih Mingen_US
dc.contributor.author (Authors) 黃泓彬zh_TW
dc.contributor.author (Authors) Huang, Hong Binen_US
dc.creator (作者) 黃泓彬zh_TW
dc.creator (作者) Huang, Hong Binen_US
dc.date (日期) 2014en_US
dc.date.accessioned 1-Jun-2015 12:17:40 (UTC+8)-
dc.date.available 1-Jun-2015 12:17:40 (UTC+8)-
dc.date.issued (上傳時間) 1-Jun-2015 12:17:40 (UTC+8)-
dc.identifier (Other Identifiers) G0101155007en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/75459-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 圖書資訊與檔案學研究所zh_TW
dc.description (描述) 101155007zh_TW
dc.description (描述) 103zh_TW
dc.description.abstract (摘要) 在英語為外語的學習中,英語字彙的習得對於英文能力的提昇扮演極其關鍵的角色,重複背誦法為傳統最常被採用的字彙學習方法。然而,過去的研究已證實此一方法容易造成學習者僅止於被動學習。近年來隨著資訊與通訊科技(ICT)的蓬勃發展,遊戲式行動學習已被證實能有效協助學習者習得並保留知識。因此,本研究探討一款新開發的行動英語字彙學習APP,在有無遊戲相關功能支援下,對於英語字彙學習之學習認知以及學習成效的影響。
本研究採用混合研究法,使用包括前測、立即後測、延宕後測、問卷、使用者行為分析、半結構式訪談等量化及質化研究工具進行研究。實驗對象為二十名國立政治大學文學院大學部學生,以等組方式隨機分派為採用具遊戲相關功能之行動英語字彙學習APP 的實驗組,以及採用不具遊戲相關功能之行動英語字彙學習APP 的控制組,並以智慧型手機進行為期四週之自主學習活動。結果顯示,採用具遊戲相關功能之行動英語字彙學習APP 的實驗組學習者,其平均字彙習得、字彙保留均顯著優於採用不具遊戲相關功能之行動英語字彙學習APP控制組
學習者;採用具遊戲相關功能行動之英語字彙學習APP 的實驗組學習者在問卷調查之學習有效性以及滿意度上優於控制組學習者;採用具遊戲相關功能之行動英語字彙學習APP 的實驗組學習者,字彙學習成效與其學習參與程度以及遊戲相關功能使用次數上呈現顯著的正相關;在半結構式訪談中,實驗組學習者提出影響其是否採用具遊戲相關功能之行動英語字彙學習APP 輔助英語字彙學習意願的五大因素,包括介面設計、遊戲設計、內容設計、健康擔憂以及花費。
綜上所述,本研究證實具遊戲相關功能之行動英語字彙學習APP 具有寓教於樂的特性,為一具備吸引力、有效性之學習輔助工具,不僅能有效協助學習者習得以及保留字彙,亦促使學習者對此種學習方式抱持著正面態度。具遊戲相關功能之行動英語字彙學習APP 的確可改善傳統英語字彙學習方式之諸多侷限,並且協助學習者有效達成學習目標。最後,本研究建議教師以及學習者可以使用具遊戲相關功能之行動英語字彙學習APP 輔助教學與學習,唯特定潛在問題,例如遊戲選擇基準以及成效評估方式,仍須悉心思量;而教育遊戲開發者亦須在教育遊戲之教育目的以及娛樂功能中,取得良好的平衡。
zh_TW
dc.description.abstract (摘要) Many previous studies confirmed that vocabulary learning plays a key role in the processes of foreign language learning, and repetition strategy is still the most widely-used strategy for vocabulary learning. However, it has long been argued that
repetition strategy may make learners passive, or even indifferent, to their learning.
With the rapid development of information and communication technology (ICT), mobile game-based learning (MGBL) has been considered as a promising scheme for assisting learners in successfully acquiring and retaining knowledge. Thus, this study assesses the effects of utilizing PHONE Words, which is a novel mobile vocabulary learning APP with game-related functions (MVLA-GF), as a learning tool on learners‘ perceptions and learning performance. A mixed methodology that combines quantitative and qualitative approaches including a pretest, an immediate posttest, a delayed posttest, a questionnaire survey, a usage analysis of MVLA-GF, and a semi-structured interview was adopted in this study. In the 4-week experimental treatment, twenty undergraduate students from
College of Liberal Arts of National Chengchi University were recruited as the research subjects and were randomly assigned into the experimental group using MVLA-GF and the control group using MVLA-NGF. Analytical results show that the
mean vocabulary acquisition and vocabulary retention of experimental group using MVLA-GF were both significantly higher than those of control group using MVLA-NGF. Results of the questionnaire confirmed that, in the facilitation of English vocabulary learning, MVLA-GF contributes to higher effectiveness and satisfaction than MVLA-NGF does. Results of Pearson correlation analysis show that learners‘ involvements and dependence on gamification-related functions were positively correlated with their vocabulary learning performance. Five aspects—interface design, gamification design, content design, health concerns, and costs—were proposed as the decisive factors influencing learners‘ perceptions toward using MVLA-GF for supporting English vocabulary learning.
In conclusion, this study confirmed that MVLA-GF, with its edutainment elements and game attributes, is an appealing, conducive learning tool for augmenting learners‘ vocabulary acquisition and vocabulary retention, and learners generate
positive perceptions toward using MVLA-GF as a vocabulary learning tool. That is, MVLA-GF can be regarded as a promising, viable learning tool for improving traditional vocabulary learning approaches, which were considered neither effective
nor attractive. Finally, this study suggested that educators and learners can apply MVLA-GF as a learning tool for English vocabulary learning—with potential issues, such as criteria for educational game evaluation, being attentively taken into account. Educational game developers, on the other hand, should leverage to achieve a balance between education Purpose and entertainment effect of a given educational game.
en_US
dc.description.tableofcontents Abstract i
Abstract in Chinese
Contents v
List of Figure vii
List of Table viii
CHAPTER 1 INTRODUCTION 1
1.1 Background and Motivation 4
1.2 Purpose of the Study 8
1.3 Research Questions 9
1.4 Limitations of the Study 10
1.5 Definition of Terms 11
CHAPTER 2 LITERATURE REVIEW 13
2.1 Vocabulary Learning 13
2.2 Mobile-Assisted Language Learning 26
2.3 Digital Game-Based Learning 38
CHAPTER 3 RESEARCH METHODOLOGY 55
3.1 Research Design 55
3.2 Research Architecture 59
3.3 Research Participants 61
3.4 Research Instruments 62
3.5 Data Analysis Scheme 72
3.6 Research Procedures 75
CHAPTER 4 EXPERIMENTAL RESULTS 78
4.1 Research Participants 78
4.2 Comparisons of Vocabulary Learning Performance
between Two Groups 80
4.3 Results of Questionnaire Survey 84
4.4 Correlations between Usage Behaviors of MVLA-GF and
learning Performance in the Experimental Group 87
4.5 Results of Semi-Structured Interview 94
4.6 Discussion 113
zh_TW
dc.format.extent 1916037 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0101155007en_US
dc.subject (關鍵詞) 英語字彙學習zh_TW
dc.subject (關鍵詞) 遊戲式行動學習zh_TW
dc.subject (關鍵詞) 學習認知zh_TW
dc.subject (關鍵詞) 混合研究法zh_TW
dc.subject (關鍵詞) English Vocabulary Learningen_US
dc.subject (關鍵詞) Mobile Game-Based Learningen_US
dc.subject (關鍵詞) Learners` Perceptionsen_US
dc.subject (關鍵詞) Mixed Methodologyen_US
dc.title (題名) 遊戲式行動英語字彙學習APP之學習認知與成效評估研究:以臺灣 EFL 學習者為例zh_TW
dc.title (題名) Assessing the Effects of Mobile Vocabulary Learning APP with Game-Related Functions on Learners’ Learning Perceptions and Performance: A Case Study of Taiwanese EFL Learnersen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) Ali, D., & Hossein, K. (2011). Why CALL Why Not MALL: An In-depth Review of Text-message Vocabulary Learning. Theory and Practice in Language Studies, 1 (9), 1150-1159.
Allen, V. F. (1983). Techniques in teaching vocabulary. New York: Oxford University Press.
Arani, K. A. (2010). Mobile English learning face to face: A blended model. Modern English Teacher, 19 (1), 21-29. Basoglu, E. B., & Akdemir, O. (2010). A comparison of undergraduate students‘ English vocabulary learning: Using mobile PHONEs and flash cards. TOJET, 9 (3), 1-7.
Bennett, S., & Matont, K. (2010). Beyond the ‗digital natives‘ debate: Towards a more nuanced understanding of students‘ technology experiences. Journal of Computer Assisted Learning, 26, 321-331.
Brown, J. (2010). Can you hear me now? Training and Development, 64(2): 28-30.
Caillois, R. (1961). Man, play, and games. New York: Free Press.
CAUSEweb (n.d.). What Is Game-Based Learning? Retrieved November 10, 2013, from http://serc.carleton.edu/sp/cause/games/whatis.html
Carter, R. (1987). Vocabulary: Applied linguistic perspectives. London: Unwin Hyman.
Cavus, N., & Ibrahim, D. (2009). m-Learning: An experiment in using SMS to support learning new English language words. British Journal of Educational Technology, 40 (1), 78-91.
Chen, C. M., & Hsu, S. H. (2008). Personalized intelligent mobile learning APP for supporting effective English learning. Educational Technology & Society, 13(3), 153-180.
Chen, H. C., & Yeh, H. C. (2004). College Student`s Difficulties and Strategies in EFL Vocabulary Learning. Wu Feng Institute of Technology Journal, 12, 107-114.
Chen, T. C., & Andrew M. (2009). Understanding Taiwanese College Students’Strategies for English Language Learning. Chaoyang Journal of Humanities and Social Sciences, 7 (1),97-130.
Chinnery, M. G. (2006). Going to the MALL: Mobile Assisted Language Learning. Language Learning and Technology, 1, 9-16.
Coffey, H (n.d.). Digital game-based learning. Retrieved November 14, 2013, from http://www.learnnc.org/lp/pages/4970
Crookall, D., Oxford, R. L., & Saunders, D. (1987). Towards a reconceptualization of simulation: From representation to reality. Simulation, Games for Learning, 17,147-171.
David O. N., Brett E. S., & Brian M. (2009). Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture. Computer Assisted Language Learning, 22 (5), 409-424.
Dias, J. (2002). CELL PHONEs in the classroom: Boon or bane? Calling Japan, 10(2), 16-22.
Dolati, I., & Mikaili,P. (2011). Effects of Instructional Games on Facilitating of Students‘ Vocabulary Learning. Australian Journal of Basic and Applied Sciences, 5(11): 1218-1224,
Dondi, C., & Moretti, M. (2007). A methodological proposal for learning games selection and quality assessment. British Journal of Educational Technology, 38(3), 502-512.
Ellis, N. C. (1995). Psychology of foreign language vocabulary acquisition: Implications for CALL. Computer Assisted Language Learning 8(2), 103-128.
ELLEY, W. B. (1985). Lessons learned about LARIC. New Zealand: University of Canterbury. Ersoz, A. (2000). Six games for the EFL/ESL classroom. The Internet TESL Journal,6, 49-62.
ETS (2011). New TOEIC Official Test -Preparation Guide III. Taipei: Chun Shin.
Facer, K., Joiner R., Stanton, D., Reid, J., Hull, R., & Kirk, D. (2004). Savannah: mobile gaming and learning? Journal of Computer Assisted Learning, 20, 399-409.
Fotouhi-Ghazvinchi, F., Earnshaw, R., Robinson, D., & Excell, P. (2009). The MOBO City: A mobile game package for technical language learning. iJIM, 3(2), 19-24.
Francis, W. N., & Kucera, H. (1982). Frequency analysis of English usage. Boston: Houghton Mifflin Company.
Franciosi, S. J. (2011). A Comparison of Computer Game and Language-Learning Task Design Using Flow Theory. CALL-EJ, 12(1), 11-25.
Gairns, R., & Redman, S. (1986). Working with words-A guide to teaching & learning vocabulary. Cambridge: Cambridge University Press.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
Goodman, D., Bradley, N. Paras, B., Williamson, J., & Bizzochi, J. (2006). Video gaming promotes concussion knowledge acquisition in youth hockey players. Journal of Adolescence, 29, 351- 360.
Goulden, R., Nation, P., & Read, J. (1990). How large can a receptive vocabulary be? Applied Linguistics, 11, 341-363.
Griffin, G. (2010). Mobile learning is beyond its tipping point. Retrieved November 9, 2013, from http://www.parrotscience.wordpress.com
Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion. Orlando: Naval Air Warfare Center Training APPs Division.
Harmon, J. M. (1998). Vocabulary teaching and learning in a seventh-grade literature-based classroom. Journal of Adolescent & Adult Literacy, 41(7), 518-529.
Hogle, J. (1996). Considering games as cognitive tools: In search of effective Edutainment. Retrieved November 14, 2013, from http://twinpinefarm.com/pdfs/games.pdf
Hung, H. C., & Young, S.C. (2007). Constructing the game-based learning environment on handheld devices to facilitate English vocabulary building. Seventh IEEE International Conference on Advanced Learning Technologies (ICALT 2007), 348-350.
Huang, T. L. (1997). An investigation the importance of enhancing vocabulary teaching. The Proceedings of the 6th International Symposium on English Teaching, 322-331. Taipei: Crane Publishing Co.
Huang, W. H., Huang, W. Y., & Tschopp, J. (2010). Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing. Computers & Education, 55(2), 789-797.
Huang, Y. C. (2003). The effects of vocabulary glosses and example sentences on junior high school EFL students` reading comprehension and vocabulary learning. Unpublished master‘s thesis, National Cheng-Kung University,
Taiwan.
Hulstijn, J. H., & Atkins, B. T. (1998). Empirical Research on Dictionary Use in
Foreign-Language Learning: Survey and Discussion. Lexicographical Series
Major, 88, 7-19.
Huyen, N. T., & Nga, K. T. (2003). Learning vocabulary through games: The
effectiveness of learning vocabulary through games. Retrieved October 22, 2013,
from http://www-asian-efl-journal.com
Jensen, E. (2005). Teaching with the Brain in Mind. Alexandria: ASCD.
Johnson, D. D. (2001). Vocabulary in the elementary and middle school. Boston:
Allyn & Bacon.
Juul, J. (2003). The Game, the Player, the World: Looking for a Heart of Gameness.
Digital Games Research Conference Proceedings, 30-45. Utrecht: Utrecht
University.
Kang, J. (2012). Attributes and motivation in game-based learning: a review of the
literature. Unpublished master‘s thesis, University of Texas, America.
Ke, F. (2008). Computer games application within alternative classroom goal
structures: Cognitive, metacognitive, and affective evaluation. Educational
Technology Research and Development, 56(5), 539-556.
Kennedy, C., & Levy, M. (2008). Using SMS to support beginners‘ language learning.
ReCALL, 20(3), 315-350.
Klopfer, E., Squire, K., & Jenkins, H. (2002). Environmental Detectives: PDAs as a
window into a virtual simulated world. Retrieved October 16, 2013, from
http://dx.doi.org/10.1109/WMTE.2002.1039227
Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward.
Cambridge: Education Arcade.
Kukulska-Hulme, A. (2006). Learning activities on the move. Retrieved November 10,
2013, from http:// vsportal2006. googlepages.com/ =KukulskaHulme_2006. pdf
Kuo, F. I., & Chiang, H. K. (2006). Story animation: Helping students build
connections between words and pictures in multimedia learning. Retrieved
September 24, 2013, from
http://fllcccu.ccu.edu.tw/confernece/2005conference_2/download/C16.pdf
Laouris, Y., & Eteokleous, N. (2005). We need an educationally relevant definition of
mobile learning. The Proceedings of the 4th World Conference on Mobile
Learning, symposium held at Cape Town, South Africa.
Laufer, B., & Sim, D. (1985). Measuring and explaining the threshold needed for
English for Academic Purposes texts. Foreign Language Annals, 18, 405-413.
Laufer, B. (1992). How much lexis is necessary for reading comprehension?
Vocabulary and Applied Linguistics, 126-132.
Levy, M. M., & Kennedy, C. (2005). Learning Italian via mobile SMS. Handbook for
Educators and Trainers, 76-83.
Li, C. L., Haggard, S., Chen, S. (2010). A Study of Taiwan`s Technical College
Students` English Learning Strategies. Proceedings of the 2010 International
Conference on ELT Technological Industry and Book Fair, 136-146. Taiwan:
National Pingtung University of Science and Technology.
Liang, T. (1996). Cooperative learning in English education. Proceedings of the 5th
International Symposium on English Education, 65-71.
Liao, Y. F. (2004). A survey study of Taiwan EFL Freshmen‘s vocabulary learning
strategies. Journal of Pingtung Teachers College, 21, 271-288.
Lim, C. (2008). Global citizenship education, school curriculum and games: Learning
Mathematics, English and Science as a global citizen. Computers & Education,
51(3), 1073-1093.
Lu, M. (2008). Effectiveness of vocabulary learning via mobile PHONE. Journal of
Computer Assisted Learning, 24, 515-525
Ma, Q., & Kelly, P. (2006). Computer assisted vocabulary learning: Design and
evaluation. Computer Assisted Language Learning, 19(1), 15-45.
Mayer, R. E. (1997). Multimedia learning: are we asking the right questions?
Educational Psychologist, 32, 1-19.
McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use
of games: An exploration by TEEM of the contribution which games can make to
the education process. Retrieved November 6, 2013, from
http://reservoir.cent.uji.es/ canals/octeto/es/440
Meara, P. (1980). Vocabulary acquisition: A neglected aspect of language learning.
Language Teaching and Linguistics. 13, 221-246.
Minoo, A., Mohammad, R., Anani, S., & Zahra L. (2012). Successful Learning of
Academic Word List via MALL. International Education Studies, 5 (6), 99-109.
Mitchell, A., & Saville-Smith, C. (2004). The use of computer and video games for
learning: A review of the literature. London: The Learning and Skills
Development Agency.
Monheimer, H. A. (2004). L2 vocabulary acquisition through text reading: Canlexical
processing strategies help? Unpublished doctoral dissertation, University of
Pennsylvania, USA.
Mostakhdemin-Hosseini, A., & Tuimala, J. (2005). Mobile Learning Framework.
Proceedings IADIS International Conference Mobile Learning, 203-207.
Mostafa, Z., & Zahra, A. (2013). Exploring the effect of Java mobile dictionaries on
Iranian EFL students‘ vocabulary learning. International Journal of Research
Studies in Educational Technology, 3(1), 1-14.
Motallebzadeh, K., & Ganjali, R. (2011). SMS: Tool for L2 vocabulary retention and
reading comprehension ability. Journal of Language Teaching and Research,
2(5), 1111-1115.
Nation, I. S. P. (1990). Teaching and Learning Vocabulary. New York: Newbury
House.
Nation, I. S. P., & Waring, R. (1997). Vocabulary size, text coverage and word lists.
The Proceedings of Vocabulary: Description, acquisition, and pedagogy, 6-19.
Cambridge: Cambridge University Press.
Nation I.S.P. (2001). Learning Vocabulary in Another Language. Cambridge:
Cambridge University Press
National Communication Commission (2013). Penetration rate of mobile PHONEs in
Taiwan. NCC News, 7(3), 1-14.
Nutta, J. (1998). Is computer-based grammar instruction as effective as
teacher-directed grammar instruction for teaching L2 structures? CALICO
Journal, 16(1), 49-62.
Oblinger, D. (2006) Simulations, Games and Learning. Educause Quaterly, 29(3),
5-7.
O‘Malley, C., Vavoula, G., Glew, J., Taylor, J., Sharples, M., & Lefrere, P. (2003).
Guidelines for learning/teaching/tutoring in a mobile environment. Mobilearn
project deliverable. Retrieved November 20, 2013, from
http://www.mobilearn.org/download/results/guidelines.pdf
Paivio, A. (1986). Mental representations: A dual-coding approach. New York:
Oxford University Press.
Pettit, J., & Kukulska-Hulme, A. (2007). Going with the Grain: Mobile Devices in
Practice. Australasian Journal of Educational Technology, 23(1), 17-33.
Pimsleur, P. (1967). A memory schedule. The Modern Language Journal, 51(2),
73-75.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Read, J. (2000). Assessing Vocabulary. Cambridge: Cambridge University Press
Richard, V. E. (2006). Digital Game-Based Learning: It‘s not just the digital natives
who are restless. EDUCAUSE Review, 41(2), 17-30.
Rosas, R., Nussbaumb, M., Cumsillea, P., Marianovb, V., Correaa, M., Floresa, P.,
Graua, V., Lagosa, F., Lopeza, X., Lopeza, V., Rodriguezb, P. & Salinasa, M.
(2003). Beyond Nintendo: design and assessment of educational video games for
first and second grade students. Computers & Education, 40, 71-94.
Robert, A. (2002). Learner attitudes towards the use of CALL. Computer Assisted
Language Learning, 15(3), 241-249.
Roschelle, J. (2003). Unlocking the learning value of wireless mobile devices.
Journal of Computer Assisted Learning, 19(3), 260-272.
Rowe, J. P., Shores, L. R., Mott, B. W., & Lester, J. C. (2011). Integrating Learning,
Problem Solving, and Engagement in Narrative-Centered Learning
Environments. International Journal of Artificial Intelligence in Education,
21(2), 115-133.
Ruddell, M. R., & Shearer, B. A. (2002). ―Extraordinary,‖ ―tremendous,‖
―exhilarating,‖ ―magnificent‖: Middle school at-risk students become avid word
learners with the vocabulary self-collections strategy. Journal of Adolescent
Adult Literacy, 45(5), 352-363.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video
games: A self-determination theory approach. Motivation and Emotion, 30(4),
344-360.
Sandberg, J., Maris, M., & de Geus, K. (2011). Mobile English learning: An
evidence-based study with fifth graders. Computers & Education, 57(1),
1334–1347.
Schmitt, N. (1997). Vocabulary learning strategies. The proceedings of Vocabulary:
Description, acquisition, and pedagogy, 194-210. Cambridge: Cambridge
University Press.
Schmitt, N. (2000). Vocabulary in Language Teaching. Cambridge: Cambridge
University Press.
Schwabe, G., Göth, C. (2005). Mobile Learning with a Mobile Game: Design and
Motivational Effects. Journal of Computer Assisted Learning, 21, 204-216.
Shahrokni, S. A. (2009). Second language incidental vocabulary learning: The effect
of online textual, pictorial, and textual pictorial glosses. TESL-EJ, 13(3).
Retrieved September 29, 2013, from
http://www.tesl-ej.org/wordpress/issues/volume13/ej51/ej51a3
Sharples, M. (2000). The design of personal mobile technologies for lifelong learning.
Computers & Education, 34, 177-193.
Sharples, M. (2009). Methods for Evaluating Mobile Learning. Retrieved November
24, 2013, from http://www.lsri.nottingham.ac.uk/msh/Papers/
MILRM%20book%20Sharples%20SUBMIT TED.pdf
Sökmen, A. (1997). Current trends in teaching second language vocabulary. The
proceedings of Vocabulary: Description, acquisition, and pedagogy, 237-257.
Cambridge: Cambridge University Press.
Song, Y., & Fox, R. (2008). Using PDA for undergraduate student incidental
vocabulary testing. ReCALL, 20(3), 290-314.
Sousa, D. (2001). How the brain learns: A classroom teacher`s guide. Thousand Oaks:
Corwin.
Sprenger, M. (2005). How to teach so students remember. Alexandria: ASCD.
Stead, G. (2005). Moving mobile into the mainstream. Retrieved November 2, 2013,
from http://www.ascilite.org.au/conferences/brisbane05/blogs/
proceedings/53_Stead.pdf
Stockwell, G. (2010). Using mobile PHONEs for vocabulary activities: Examining
the effect of the platform. Language Learning & Technology, 14(2), 95-110.
Stoffer, I. (1995). University Foreign Language Students’ Choice of Vocabulary
Learning Strategies as Related to Individual Difference Variables. Unpublished
doctoral dissertation, University of Alabama, Alabama.
Stokes, B. (2011). Trends in gaming: rethinking mobile. London: Edward Arnold.
Sukstrienwong, A., & Vongsumedh, P. (2013). Software Development of Word
Search Game on Smart PHONEs in English Vocabulary Learning. The
proceedings of the 2013 International Conference on Education and Modern
Educational Technologies, 37-42.
Suleyman A. S., Naseer A. J., & Harin S. (2014). Effects of User Age on
SmartPHONE and Tablet Use, Measured with an Eye-Tracker via Fixation
Duration, Scan-Path Duration, and Saccades Prop. The proceedings of t he 8th
HCI International Conference, 3-14.
Tayebeh M. M., & Amin N. (2012). Mobile-Assisted Language Learning.
International Journal of Distributed and Parallel APPs, 3(1), 309-319.
Tarng, W., & Tsai, W. (2010). The Design and Analysis of Learning Effects for a
Game-based Learning APP. Engineering and Technology, 61, 336-345.
Thornton, P., & Houser, C. (2005). Using mobile PHONEs in English education in
Japan. Journal of Computer Assisted Learning, 21(3), 217-228.
Tobii Technology (2010). Using Eye Tracking to Test Mobile Devices: What to
Consider and How to Set It Up. Retrieved June 20, 2014, from
http://www.tobii.com/Global/Analysis/Training/WhitePapers/Tobii_Using_EyeT
racking_to_Test_Mobile_Devices_WhitePaper.pdf
Traxler, J. (2005). Defining mobile learning. The Proceedings IADIS International
Conference Mobile Learning, 261-266.
Tuzun, H., Yilmaz-Soylu, M., Karakuş, T., İnal, Y., & Kizilkaya, G. (2009). The
effects of computer games on primary school students` achievement and
motivation in geography learning. Computers & Education, 52(1), 68-77.
Uzun, L., Cetinavci, U. R., Korkmaz, S., & Salihoglu, U. M. (2013). Developing and
applying a foreign language vocabulary learning and practice game: The effect
of VocaWord. Digital Culture & Education, 5(1), 48-70.
Valk, J. H., Rashid, A., & Elder, L (2010). Using Mobile PHONEs to improve
educational outcomes: an analysis of evidence from Asia. IRRODL, 11(1),
117-40.
Yanguas, I. (2009). Multimedia glosses and their effect on L2 text comprehension and
vocabulary learning. Language Learning & Technology, 13(2), 48-67.
You, Y. L., Tsai, J. Y., Chuang, W. C., Kuo, C. F., & Lu, H. Y. (2000). An empirical
study of the intervention of TVES college students‘ learning difficulties in
English: Take the engineering-majored students at NYUST as an example. The
Proceedings of the 9th International Symposium on English Teaching, 640-649.
Taipei: Crane Publishing.
Wang, S., & Higgins, M. (2006). Limitations of mobile PHONE learning. CALL
Journal, 2(1), 3-14.
Wilkins, D. A. (1972). Linguistics in language teaching. London: Edward Arnold.
Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., &
Conkey, C. (2009). Relationships between Game Attributes and Learning
Outcomes: Review and Research Proposals. Simulation & Gaming, 40(2),
217-266.
Winters, N. (2006). What is mobile learning? Nottingham: University of Nottingham.
Wittgenstein, L. (1953). Philosophical investigations. New York: Macmillan.
Wu, L. F. (2003). Vocabulary learning strategies among junior college students.
Journal of Far East University, 23(1), 131-140.
Wu, S. C. (2002). English vocabulary learning strategies for junior college students in
Taiwan. The Journal of Hsing Wu College, 31, 269-288.
Zeinab, A., & Nafiseh, A. M. (2012). Second Language Vocabulary Acquisition in
CALL and MALL Environments and Their Effect on L2 Vocabulary Retention: A
Comparative Study. Australian Journal of Basic and Applied Sciences, 6(9),
109-118.
zh_TW