线性小说与互动小说在词汇习得、阅读理解和参与方面的比较。

Tsuzuki Nagai, James York
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引用次数: 0

摘要

很少有研究探讨互动小说在语言学习和教学中的认知和情感益处。受Neville等人(2009)的启发,我们在大学英语语境下比较了IF与非互动线性小说在词汇习得、阅读理解和动机方面的有效性。参与者(n = 88)被分为两组。对照组读一个线性故事;实验组玩了同一个故事的互动版本。采用实验前和实验后的词汇测试来测量16个目标词汇的习得情况。一个基于故事中人物行为的测试也被用来衡量阅读理解。最后,测试后问卷测量学生对线性和IF学习的感知。本文主要介绍了研究结果。结果显示,控制组(线性)和实验组(IF)在词汇习得和阅读理解方面的得分没有显著差异。然而,另一项基于学习者游戏熟练程度的数据分析显示,与熟练程度高的玩家相比,熟练程度低的玩家很难控制故事的互动版本。这表明学生的游戏素养水平可能会影响他们对游戏系统的看法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A comparison of linear and interactive fiction on vocabulary acquisition, reading comprehension and engagement.
There are few studies that explore the cognitive and affective benefits of interactive fiction(IF) in language learning and teaching contexts. Inspired by Neville, et al. (2009), we compared the effectiveness of IF in comparison to non-interactive, linear fiction in terms of vocabulary acquisition, reading comprehension and motivation in a university EFL context. Participants (n = 88) were divided into two groups. The control group read a linear story; the experimental group played through an interactive version of the same story. A pre- and post-experiment vocabulary test was employed to measure the acquisition of 16 target vocabulary words. A test based on the actions of characters within the story was also employed to measure reading comprehension. Finally, a post-test questionnaire measured student perceptions of learning with linear and IF. This paper introduces the results of the study which are as follows. Findings revealed no significant difference in scores between the control (linear) and experimental (IF) groups for vocabulary acquisition or reading comprehension. However, an additional analysis of the data was conducted based on learners’ gaming proficiency which revealed that, in comparison to high proficiency gamers, low proficiency gamers found it difficult to control the interactive version of the story. This suggests that students’ level of game literacy may influence perceptions of the system.
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