以PaGamO遊戲式數位學習平台輔助英語混齡教學之行動研究—以新北市某偏鄉國小高年級為例

dc.contributor邱銘心zh_TW
dc.contributorChiu, Ming-Hsinen_US
dc.contributor.author牟普勝zh_TW
dc.contributor.authorMou, Pu-Shengen_US
dc.date.accessioned2023-12-08T07:33:48Z
dc.date.available2023-08-03
dc.date.available2023-12-08T07:33:48Z
dc.date.issued2023
dc.description.abstract本研究主要目的在探討將PaGamO遊戲式數位學習平台融入偏鄉國小高年級英語課後,對偏鄉地區國小高年級學生在英語的學習成效及態度之影響與對於在英語課中使用PaGamO的想法。本研究以新北式某偏鄉地區國小五、六年級學生,共7位學生作為研究對象,學生於平時之英語課堂之中使用PaGamO進行學習,實施期間為期10週。研究方法採行動研究法,並結合質量混和的研究資料蒐集;量化資料有英語學習態度量表前後測結果、英語段考前後測成績和PaGamO後台成績,並以描述性統計和SPSS統計軟體進行分析。質性資料以教師觀察日誌、教師省思札記、同儕教師回饋和學生半結構式訪談進行開放式編碼、主軸式編碼與選擇性編碼整理以了解學生對英語的學習態度改變和對使用PaGamO學習平台的看法。根據研究資料的分析結果顯示:使用PaGamO遊戲式數位學習平台輔助英語混齡教學,有助於提升學生學習成效與學習態度,且學生對於使用PaGamO學習英語,皆給予正向滿意態度。zh_TW
dc.description.abstractThe main purpose of this study was to explore the effects of applying the PaGamO game-based digital learning platform on the English learning attitude and achievement of 5th and 6th graders in remote area school.The participants of this study were elementary school students of 5th and 6th graders in New Taipei city remote areas. In this study, the action research method was adopted. The students were taught by integrating PaGamO game-based digital learning platform into English teaching during the experimental study period of 10 weeks. This study both implemented quantitative and qualitative data. The quantitative data were collected from the English learning attitude scale, grades of the first and second term exams and students’ score in PaGamO. The quantitative data was analyzed through SPSS to understand the changes in students’ English learning attitude and performance in studying English. The qualitative data were teacher’s observation logs, teacher’s reflection notes, peer teachers’ feedback and students’ semi-structured interviews. The quantitative data was analyzed through open coding, axial coding, and selective coding to understand the changes in students’ English learning attitudes and their perspectives of using PaGamO to learn English.According to the analysis results of the research data, using PaGamO game-based digital learning platform assisting English mix-aged teaching can effectively improve students’ English academic performance and learning attitude, most students of the study also held the positive perspective on using PaGamO learning English.en_US
dc.description.sponsorship圖書資訊學研究所圖書資訊學數位學習碩士在職專班zh_TW
dc.identifier010153209-43813
dc.identifier.urihttps://etds.lib.ntnu.edu.tw/thesis/detail/31a5181e824183e88aae10e8d15a7072/
dc.identifier.urihttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/119363
dc.language中文
dc.subject英語學習態度zh_TW
dc.subject英語學習成效zh_TW
dc.subjectPaGamO學習平台zh_TW
dc.subject遊戲式學習zh_TW
dc.subjectEnglish learning attitudeen_US
dc.subjectEnglish learning performanceen_US
dc.subjectPaGamO game-based digital learning platformen_US
dc.subjectgame-based learningen_US
dc.title以PaGamO遊戲式數位學習平台輔助英語混齡教學之行動研究—以新北市某偏鄉國小高年級為例zh_TW
dc.titleAn Action Research Using PaGamO Game-based Digital Learning Platform to Assist English Mixed-Age Class Teaching: The Case of Rural Area Elementary School Fifth and Six Graders in New Taipei Cityen_US
dc.typeetd

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