词汇王国:使用混合学习的游戏化EAP词汇习得

Christina Markanastasakis
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引用次数: 1

摘要

接受高等教育的学生应该努力学习学术词汇,因为这是与学术界其他成员熟练沟通的必要条件。词汇习得是一个必不可少的过程,但由于高强度、时间压力和高风险的短期学术英语(EAP)课程,词汇习得是一个经常被忽视的过程,这些课程旨在为学生的研究生学术课程做准备。因此,本实验在自我决定理论(self - self Theory, SDT)的背景下考察学生从事词汇习得的动机,该理论为内在动机和外在动机提供了一个框架。特别是,内在动机是由能力感、自主性和亲缘感产生的;外在动机植根于可量化的结果。考虑到这些理论,《词汇王国》是一款专为EAP(高等教育课堂环境)设计的游戏,其基本原理是激励学生花更多时间学习词汇。这个游戏的特点是混合学习,活动发生在课堂和在线环境中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Vocabulary Kingdom: gamified EAP vocabulary acquisition using blended learning
Students in higher education should work on acquiring academic vocabulary as this is essential to skilfully communicating with other members of the academic community. Vocabulary acquisition is an essential but frequently neglected process due to the intensity, time pressure, and high stakes of short, assessment-based English for Academic Purposes (EAP) courses designed to prepare students for their postgraduate academic programme. Thus, in this experiment, student motivation to engage with vocabulary acquisition is considered in the context of Self-Determination Theory (SDT), which provides a framework for intrinsic and extrinsic motivation. In particular, intrinsic motivation is engendered by feelings of competence, autonomy, and relatedness; extrinsic motivation is rooted in quantifiable outcomes. With these theories in mind, Vocabulary Kingdom is a game that was created for an EAP, higher education classroom context, with the rationale of motivating students to spend more time engaged in vocabulary acquisition. This game features blended learning, with activities occurring in the classroom context and online.
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