电子游戏对英语词汇习得和阅读的激励作用

Audrey Ningtyas, S. Suganda
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引用次数: 1

摘要

当前这一代学生热衷于在智能手机、个人电脑或其他设备等平台上玩电子游戏。教师可以利用他们对游戏的热情,将学习与在教室或家里玩的游戏结合起来。印度尼西亚的大多数学生并不认为英语作为一门外语很重要或具有挑战性。在学校学习英语和自学英语有明显的区别:学生必须在学校的某个年级学习特定的材料;然而,学生可以从不同类型的接触中自我学习。很少有学生从事自学或知道他们必须掌握英语。本研究考察了电子游戏与英语课堂的结合是否会激励学生学习。实验的重点是提高学生阅读英语课文的动机。通过混合方法收集数据。除了收集前测和后测数据外,研究者还对后测中表现最好的学生进行了问卷调查。对获得的结果进行的t检验计算显示,参与学生的动机只有轻微的增加。调查问卷分析的结果显示,游戏的可视化帮助表现最好的学生更好地理解英语,这些学习者受到激励,通过做自己喜欢的事情来提高英语水平。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Video Games as Motivators of English Vocabulary Acquisition and Reading
—The current generation of students is keen on playing video games across platforms such as smartphones, personal computers, or other devices. Teachers could take advantage of their enthusiasm for gaming by integrating learning with games played in the classroom or at home. Most students in Indonesia do not consider English as a foreign language important or challenging. There is a marked difference in learning English at school and self-learning: a student must study specific materials by a certain grade at school; however, students can self-learn from discrete types of exposure. Very few students engage in self-learning or know that they must master English. This study examined whether the integration of video games to English classes would motivate students to learn. The experiment focused on enhancing the motivation of students to read English text. Data were collected through a mixed method. Besides collecting pre- and post- tests, the researcher also administered a questionnaire to the students who performed best in the post-test. The t-test calculation performed on the obtained results revealed only a slight increase in the motivation of participating students. The outcomes of the analysis of the questionnaire divulged that the game’s visualization helped students who performed best to understand English better and that these learners were incentivized to improve their English by doing what they love.
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