游戏中介日语学习中游戏设计与教学中介的相互作用

Kayo Shintaku
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引用次数: 11

摘要

商业现成的,或本地数字游戏已经研究在外语教学。然而,很少有人研究游戏设计如何与教学中介互动。本研究探讨了游戏设计与日语学习者教学中介的相互作用。学生们用日语玩了一个白话游戏,并使用了活动练习册和参考书目。词汇测试和问卷调查的结果表明,材料可以将学习者的注意力集中在特定的词汇上,但词汇功能也在学习中发挥作用。根据游戏成功完成的必要性,游戏内词汇被划分为主要词汇或次要词汇。当两种类型的词汇结合使用时,结果显示后测和延迟测试之间有良好的保留。当分离时,主要词汇被很好地保留,但次要词汇没有被保留。这证实了游戏中的词汇功能会影响学习,并且需要精心设计补充材料来引导外语学习者的注意力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Interplay of Game Design and Pedagogical Mediation in Game-Mediated Japanese Learning
Commercial off-the-shelf, or vernacular digital games have been studied in foreign language FL pedagogy. However, few have examined how a game design interacts with pedagogical mediation. This study explores the interplay of game design and pedagogical mediation for learners of Japanese. Learners played a vernacular game in Japanese and used activity worksheets and a reference list. Findings from the vocabulary tests and questionnaires show that materials can focus learner attention on particular vocabulary, but that vocabulary functionality also plays a role in learning. In-game vocabulary was identified as primary or secondary based on its necessity for successful game completion. When both types of vocabulary were combined, results showed good retention between the posttest and delayed test. When separated, the primary vocabulary was retained well, but the secondary vocabulary was not retained. This confirms that in-game vocabulary functionality impacts learning and implicates the careful design of supplemental materials to guide FL learners' attention.
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