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中文题名:

 使用数字游戏为基础的移动应用促进英语语言学习者的词汇学习    

姓名:

 雷诸宸    

保密级别:

 公开    

论文语种:

 chi    

学科代码:

 050201    

学科专业:

 英语    

学生类型:

 学士    

学位:

 文学学士    

学位年度:

 2024    

校区:

 珠海校区培养    

学院:

 未来教育学院    

第一导师姓名:

 翁宗翰    

第一导师单位:

 文理学院    

提交日期:

 2024-06-06    

答辩日期:

 2024-05-10    

外文题名:

 Developing English language learners’ vocabulary learning with a digital game-based mobile application    

中文关键词:

 英语词汇学习 ; 游戏化手机应用 ; 语言习得效率 ; 百词斩    

外文关键词:

 English vocabulary learning ; Digital game-based application ; Language-earning efficiency ; BaiCiZhan    

中文摘要:

科学技术高度发展的时代中,手机学习软件已经成为了现代人进行碎片化学习的重要工具。单词是语言学习的基础,是构成日常对话和句子的最小单位,英语单词数量多、分散广、需反复记忆的特点非常适合嵌入到人们日常的碎片化学习中。

于大学生而言,游戏化的手机APP则正好能够满足日常所需,同时使看似枯燥乏味的单词记忆变得更为生动有趣。但是,部分人仍对使用游戏化APP进行英语词汇学习的有效性持怀疑态度。因此,本文旨在探究使用游戏化APP进行英语词汇学习是否有效,并试图挖掘影响英语词汇学习效率的因素。

本研究主要关注三个问题:

一、基于数字游戏的学习应用是否能够对参与者的英语词汇学习(深度)产生积极影响?

二、基于数字游戏的学习应用是否能够对参与者的英语词汇学习(广度)产生积极影响?

三、哪些因素影响了学习者使用游戏化学习APP进行英语词汇学习的效率?

希望通过本次研究,为大学生使用游戏化英语词汇学习APP提供借鉴,同时从使用者的角度,为英语词汇学习APP的更新和开发提供新思路,为游戏化学习研究领域贡献微薄之力。

研究结果表明,使用百词斩进行英语词汇学习对被试者的词汇广度有显著积极影响,并且提升程度与学习天数密切相关。然而,对于被试者词汇深度的提升影响并不显著。

外文摘要:

In the current era of advanced science and technology, mobile learning applications have become essential tools for fragmented learning. Vocabulary serves as the fundamental building blocks for everyday conversations and sentence construction, forming the foundation of language acquisition. The extensive and dispersed nature of English vocabulary, requiring repetitive memorization, makes it highly suitable for integration into daily fragmented learning routines.

For college students, game-based mobile apps are well-suited to meet their daily educational needs while also making the seemingly mundane task of word memorization more engaging and dynamic. However, skepticism persists regarding the efficacy of using gamified apps for English vocabulary acquisition. Hence, this research aims to investigate the effectiveness of using game-based apps for English vocabulary learning and to explore the factors influencing the efficiency of English vocabulary acquisition.

The present study addressed the following three research questions:

1. Does DGBL application influence participants’ English vocabulary learning in width?

2. Does DGBL application influence participants’ English vocabulary learning in depth?

3. What are the factors that influence the efficiency of English learners' use of BaiCiZhan for vocabulary acquisition?

This research aims to offer insights for college students using gamified English vocabulary learning apps, and to provide new perspectives for the update and development of such apps from the users' standpoint. Additionally, it seeks to make a modest contribution to the scholarly field of gamified learning.

The research findings demonstrate that the use of BaiCiZhan for English learning positively impacts the width of vocabulary among participants, with the degree of improvement closely correlated to the days of study. However, the impact on the depth of vocabulary learning is not significant.

参考文献总数:

 32    

馆藏号:

 本050201/24113Z    

开放日期:

 2025-06-06    

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