教育桌遊與單字卡:哪種對初級對外華語學習者更有效?
摘要
The purpose of this study is to compare the impacts of flashcard and board games on the learning motivation, flow experience, and learning outcomes of learners of Chinese language. The subjects of this research were 34 learners who took beginner Chinese courses. Empirical research found out that both flashcard and board games have positively significant effects on learners’ learning motivation, flow experience and learning outcomes. In which, learners in the board game group have significantly higher learning outcomes than those in the flashcards group. However, the learning motivation and flow experience of the flashcard group are significantly higher than that of the educational board game group.
作者關鍵字
| 項目 | 內容摘要 | 翻譯 |
|---|---|---|
| 研究目的 | To compare the impacts of educational board games and flashcards on learning motivation, flow experience, and learning outcomes among beginner-level Chinese learners. | 比較教育桌遊與單字卡對初級中文學習者的學習動機、沉浸體驗及學習成果的影響。 |
| 研究問題 | 1. Which tool better enhances learning motivation?2. Which tool improves flow experience more effectively?3. Which tool leads to higher learning outcomes? | 1. 哪種工具更能提升學習動機?2. 哪種工具更有效改善沉浸體驗?3. 哪種工具能帶來更高的學習成果? |
| 研究方法 | - Participants: 34 beginner-level Chinese learners divided into control (16) and experimental (18) groups.- Tools: Learning motivation scale, flow experience scale, and pre-/post-tests.- Duration: 3 weeks. | - 參與者:34名初級中文學習者,分為控制組(16人)與實驗組(18人)。- 工具:學習動機量表、沉浸體驗量表及前後測。- 時長:3週。 |
| 主要結果 | 1. Flashcards significantly improved learning motivation and flow experience compared to board games.2. Board games led to significantly higher learning outcomes. | 1. 單字卡在提升學習動機和沉浸體驗方面顯著優於桌遊。2. 桌遊在學習成果上顯著高於單字卡。 |
| 研究限制 | - Limited sample size.- Short experiment duration.- Focused only on beginner-level Chinese learners. | - 樣本數量有限。- 實驗時長較短。- 僅針對初級中文學習者。 |
| 未來研究方向 | 1. Explore the use of board games for intermediate or advanced learners.2. Investigate the integration of digital tools with board games or flashcards.3. Conduct longitudinal studies on sustained impacts. | 1. 探索桌遊在中高級學習者中的應用。2. 研究數位工具與桌遊或單字卡的結合應用。3. 開展縱向研究以評估長期影響。 |
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Cite Article
Wen, J.-M., Do, H.-D., Liu, E. Z.-F., Lin, C.-H., & Huang, S. K. (2020). Educational board game and flashcard: Which one is better for learners at beginner level of Chinese language? International Journal of Serious Games, 7(4), 89–102. https://doi.org/10.17083/ijsg.v7i4.347
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