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| 題 名 | Impact of Gamified Learning on First‑Time Learners in Thai Higher Education: A Mixed‑Methods Study=遊戲化學習對泰國高等教育首次學習者的影響:混合方法研究 |
|---|---|
| 作 者 | Waluyo, Budi; Kusuma, I. Putu Indra; | 書刊名 | English Teaching & Learning |
| 卷 期 | 49:4 2025.12[民114.12] |
| 頁 次 | 頁709-734 |
| 分類號 | 521.429 |
| 關鍵詞 | 遊戲化學習; 文法學習; 學習情緒; 學習成效; Gamified learning; Grammar learning; Learning emotions; Learning outcomes; |
| 語 文 | 英文(English) |
| DOI | 10.1007/s42321-025-00200-8 |
| 中文摘要 | 本研究探討了遊戲化學習對泰國高等教育中首度接觸此學習法學生的影 響,此群體之前並沒有接觸過這種教學法。本研究在準實驗設計中運用混合 研究法,對實驗組(90.4%為女性,9.7%為男性)進行為期10週的遊戲化文法 學習干預(N =144),對照組則採用傳統文法教學(87.5%為女性,12.5%為男 性)。數據蒐集包括在英語課程中期(第一週期)和結束時(第二週期)進 行的問卷、文法測驗和反思寫作。對量化資料進行描述性和推論性統計分 析,而質性資料則進行主題分析。研究結果顯示,隨著時間的推移,遊戲化學 習對首次學習者有動態性影響,能維持高度正面的學習經驗;儘管存在強烈的 正面情緒和低負面情緒,這些感知並不能預測學生的學習成效。這顯示遊戲化 學習可能主要影響學習經驗而非學習成效。 |
| 英文摘要 | This study examined the effects of gamified learning on first-time learners in Thai higher education, a group with no prior exposure to this pedagogical approach. Employing a mixed-method approach within a quasi-experimental design, the research involved a 10-week gamified grammar learning intervention (N=144) for the experimental group (90.4% females and 9.7% males) and conventional grammar instruction for the control group (87.5% females and 12.5% males). Data collection included surveys, grammar tests, and reflective essays administered midway (cycle 1) and at the end of the English course (cycle 2). Quantitative data were subjected to descriptive and inferential statistical analyses, while qualitative data underwent thematic analysis. The findings revealed that gamified learning had dynamic effects over time on firsttime learners, maintaining highly positive learning experiences; however, despite the presence of strong positive emotions and low negative emotions, these perceptions did not predict students’ learning outcomes. This suggests that gamified learning may primarily influence learning experiences rather than learning outcomes. |
本系統中英文摘要資訊取自各篇刊載內容。