基于自适应计算机代理的数字游戏对 EFL 学生英语学习成果的影响

Gwo-Jen Hwang, Di Zhang
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摘要

基于数字游戏的语言学习(DGBLL)的有效性已得到学者们的认可。随着计算机技术和多媒体学习环境的发展,计算机代理被广泛应用于游戏系统中,为学习提供指导或帮助。计算机代理是在数字化学习系统中为实现教学目标而创建的虚拟角色。然而,在传统的教学系统中,计算机代理被设计为扮演单一角色,如教师或学生。交互逻辑单一的计算机代理往往缺乏从不同角度了解学生状况和需求所需的功能,无法适应更好的学习支持。因此,本研究提出了一种自适应角色转换策略,让计算机代理在数字游戏中根据学生的需求调整自己的角色和功能,以促进学生的学习成绩。本研究开发了一种基于计算机代理的自适应数字游戏,以调查该模式对 EFL(英语作为外语)学生的英语词汇学习成绩、学习动机、自我效能感和英语焦虑的影响。我们设计了一个准实验,招募了四个班级的 56 名初中生。其中两个班(30 人)为实验组,使用自适应计算机代理数字游戏(adaptive computer agent-based digital game, ACA-DG);两个班(26 人)为对照组,使用传统计算机代理数字游戏(conventional computer agent-based digital game, CCA-DG)。结果显示,实验组学生的学习成绩和自我效能感明显高于对照组。另一方面,实验组学生的英语焦虑明显低于对照组学生。两组学生在学习动机方面没有明显差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Effects of an adaptive computer agent-based digital game on EFL students’ English learning outcomes

Effects of an adaptive computer agent-based digital game on EFL students’ English learning outcomes

The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning system to achieve instructional goals. However, in traditional teaching systems, computer agents are designed to perform a single role, such as a teacher or a student. Computer agents with a single interactive logic often lack the functionality required to understand students’ conditions and needs from various perspectives, and cannot adapt for better learning support. Therefore, this study proposed an adaptive role-switching strategy that allows computer agents to adjust their roles and functions according to students' needs in digital games to promote their learning achievement. An adaptive computer agent-based digital game was developed to investigate the impact of this model on English vocabulary learning achievement, motivation, self-efficacy, and English anxiety among EFL (English as Foreign Language) students. A quasi-experiment was designed and 56 middle school students in four classes were recruited. Two classes (n = 30) were arranged to be the experimental group which used an adaptive computer agent-based digital game (adaptive computer agent-based digital game, ACA-DG), while two classes (n = 26) were arranged to be the control group which used the conventional computer agent-based digital game (conventional computer agent-based digital game, CCA-DG). The results showed that students in the experimental group had significantly higher learning achievement and self-efficacy than those in the control group. On the other hand, students in the experimental group had significantly lower English anxiety than those in the control group. There was no significant difference between the two groups regarding learning motivation.

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