游戏学习对英语专业大二学生英语写作自我效能感影响的比较研究

B. Yan
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引用次数: 0

摘要

作者的自我效能感在其写作表现中起着重要的作用。帕贾雷斯认为,学生的自我效能感可以“预测”他们的写作表现。[1]在传统的写作课上,教师更注重讲授和实践,对作家自我效能感的提升手段薄弱。针对这一问题,本研究引入Kahoot等网络游戏学习,从课前、课中、课后三个方面,对游戏学习和传统教学对学习者自我效能感的不同影响进行了实验测试。通过一般自我效能量表测试(GSES),结果显示游戏学习在课前和课中阶段更有效,而在课后阶段没有取得更好的效果。因此,建议在课前和课中采用以游戏学习为主要手段的混合学习策略,在课后采用传统的写作-复习-评论策略来提高学习者的整体自我效能感。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Comparative Research of the Influence of Game-based Learning on the Self-Efficacy of Sophomore English Majors in English Writing Course
Writer's self-efficacy plays an important role in their writing performance. Pajares believes writing performance can be "predicted" by students' self-efficacy. [1] In the traditional writing class, the teacher puts more emphasis on lecturing and practice, with weak means to promote writers' self-efficacy. To address this problem, with the introduction of online game-based learning like Kahoot, this study carries out an experiment to test the different influence on learners' self-efficacy based on game-based learning and traditional lecturing in terms of pre-class, during-class, post-class influences. Through the General Self-Efficacy Scale test(GSES), results show game-based learning is more effective in the pre-class and during-class phases, while fails to achieve better results in the post-class phase. Thus, a blended learning strategy with game-base learning as the main means in the pre-class and during-class phase and traditional writing-review-comment strategy in the post-class phase is suggested to improve learners' overall self-efficacy.
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