石头还是锁?语音教学在线课程管理系统的游戏化:关注英语/r/和/l/

Mike Barcomb, W. Cardoso
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引用次数: 9

摘要

这项单组准实验研究旨在确定使用游戏化课程管理系统的有效性,该系统具有积分、徽章(以及随后的竞争),以促进日本外语背景下英语音韵学的发展。为了实现这个想法,我们专注于获取英语发音中的/r/和/l/(如/r/ock和/l/ock)。在研究期间,参与者被要求在两周的时间里使用一个流行的学习网站(Moodle)参与游戏化的发音活动。数据收集工具包括检查“/r/”和“/l/”的制作发展情况的前后测试(使用受控的听觉启发任务)、书面后续调查问卷和用户日志,以调查用户对所使用的教学方法的看法。结果表明,参与者受益于游戏化的第二语言发音教学系统,因为他们提高了目标英语/r/和/l/音段的发音。此外,从访谈和用户日志的反应显示,参与者认为使用该网站是愉快的,减少焦虑,并在教学上有用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Rock or Lock? Gamifying an online course management system for pronunciation instruction: Focus on English /r/ and /l/
This one-group quasi-experimental study aimed to determine the effectiveness of using a gamified course management system with points, badges (and consequently competition) to facilitate the development of English phonology in a foreign language context in Japan. To implement this idea, we focused on the acquisition of English segments /r/ and /l/ in production (as in /r/ock and /l/ock respectively). During the study, participants were asked to engage in gamified pronunciation activities over a period of two weeks, using a popular learning site ( Moodle ). The data collection instruments included pre- and posttests to examine the production development of /r/ and /l/ (using controlled aural elicitation tasks), a written follow-up questionnaire, and user logs to investigate users' perceptions of the pedagogy utilized. The results indicate that participants benefited from the proposed gamified system for L2 pronunciation instruction, as they improved their production of the target English /r/ and /l/ segments. In addition, responses from the interviews and user logs revealed that participants perceived using the site as enjoyable, anxiety-reducing, and pedagogically useful.
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