游戏化应用在普通话作为第二语言学习中的有效性

Mun Pei Ng, Norlidah Alias, D. DeWitt
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引用次数: 5

摘要

目的——游戏化是一种有效的方法来提高学生的学业成绩和参与第二语言学习。本研究旨在测试游戏化应用程序Class Dojo在学习普通话作为第二语言(MSL)的四年级学生中的有效性。它还试图调查MSL学习者如何在使用课堂Dojo时更加投入学习普通话。方法——准实验设计进行预先测试,测试后三十(30)中收集数据年4学生进入实验室课程。采用前测和后测来确定班级道场在提高小学生语言学习成绩方面的有效性。检测前和检测后的平均成绩进行比较和分析使用t来确定他们明显不同。来自观察、学生自我反思日记和“道场点”收集的数据被分为五个主题,并进行分析,以调查参与者如何参与学习MSL。研究结果-研究结果显示,参与者的学术成绩有了显著的提高。学生出勤率高、任务完成率高、使用普通话频率高、行为积极、对班级道场的认知良好,表明学生在MSL课堂上投入学习。意义-本研究的发现为MSL教育者和教学设计师提供了信息,以考虑游戏化应用是否可以作为有效的教学工具或虚拟课堂管理工具来提高学生的参与度和改善学习成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
EFFECTIVENESS OF A GAMIFICATION APPLICATION IN LEARNING MANDARIN AS A SECOND LANGUAGE
Purpose - Gamification is an effective method to boost students’ academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became more engaged in learning Mandarin when using Class Dojo. Methodology – A quasi-experimental design with a pre-test and a post-test was conducted to collect data among thirty (30) Year 4 pupils enrolled in the MSL course. The pre-test and a post-test were used to determine the effectiveness of Class Dojo in elevating the pupils’ achievement in learning MSL. The mean scores of the pre-test and post-test were compared and analyzed using t-tests to determine if they were significantly different. Data from observations, the pupils’self-reflective journal, and the collection of ‘Dojo Points’ were grouped into five main themes and analyzed in order to investigate how the participants were engaged in learning MSL. Findings – The findings showed that there was a significant improvement in the academic results of the participants. The pupils’ high rate of attendance, task completion, frequent Mandarin usage, positive behavior, and favorable perceptions of Class Dojo indicated that they were engaged in learning in the MSL class. Significance – The findings of this study provide MSL educators and instructional designers with information to consider whether gamification applications could be used as an effective teaching tool or virtual class management tool to enhance pupils’ engagement and improve learning outcomes.
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