通过Web 2.0应用习得元认知阅读技巧——对ESL学习者的实证研究

D. Hethesia, S. Mercy Gnana Gandhi
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引用次数: 0

摘要

本研究是一项实验研究,旨在测试在学术活动中使用阅读理论这一游戏化工具是否能对学习者的阅读理解水平产生影响和启发。由于技术教育已经提供了必要的知识,学生们正在通过个性化、实用和灵活的外部创新技术概念的混合,从大规模、综合和以自我为中心的学习中受益。除了数字世界的高级培训外,教育部门还通过各种活动计划提供一系列技能和维度,以提高短期和中期阅读过程的效率。因此,本研究的重点是工程学院的语言教师如何运用这一特定工具,通过分析和记录学生对给定内容的反应来检验数据。本研究在第一学期以15名ECE学生和15名EEE学生为对照组。在常规方法的考试后,第二学期引入了Digital platform, read-theory,同一组作为实验组进行游戏。收集两组学生在学习过程中的阅读测试成绩进行统计分析。在此基础上,采用相似量表设计问卷,为阅读理解的元认知理解过程提供了良好的效果。最后,研究结果为语言教师和学生提供了良好的结果,通过阅读理论,利用各种游戏化元素,如证书,知识点(KP),水平和反馈,提高阅读理解技能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Acquiring Metacognitive Reading Technique through Web 2.0 Application – An Empirical study with ESL Learners
This research is an experimental study which was done to test whether using Read Theory, a gamification tool in academic activities, might have an effect and inspire learners in enhancing the level of reading comprehension. Since the technical education have been provided with the requisite knowledge, students are being benefited from large-scale, integrated, self-centred learning by a mix of personalized, practical, and flexible external innovative technical concepts. Besides advanced training in the digital world, the education sector has a collection of skills and dimensions through various activity plans to make the process of reading efficient in both short and medium term. The perspective therefore focuses on language teachers of engineering colleges in implementing this specific tool examining data by analysing and recording students’ responses to the given content. In this study, fifteen students from ECE and fifteen from EEE were taken as control group during the first semester. After the examination based on conventional method, Digital platform, read-theory was introduced in the second semester where the same group played as an experimented one. Reading test scores were collected from both groups during the course of study were analysed statistically. Then the survey was collected in which questionnaire was framed based on like scale provides the good outcome of meta-cognitive understanding procedures in reading comprehension. Finally, the research findings provided good outcome for both the language teachers and the student in enhancing reading comprehension skills through read-theory using various gamification elements such as credentials, knowledge points (KP), levels and feedback.
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