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研究生:郭雅筑
研究生(外文):Kuo, Ya-Chu
論文名稱:線上遊戲對台灣學生英文單字學習知識之探討
論文名稱(外文):An Exploratory Study of Using Online Games toIncrease Taiwanese EFL Students' VocabularyKnowledge
指導教授:黃馨週黃馨週引用關係
指導教授(外文):Huang, Hsin-Chou
口試委員:王鳳敏曾俊傑黃馨週
口試委員(外文):Wang, Feng-MinTseng, Jun-jieHuang, Hsin-Chou
口試日期:2016-06-15
學位類別:碩士
校院名稱:國立臺灣海洋大學
系所名稱:應用英語研究所
學門:人文學門
學類:外國語文學類
論文種類:學術論文
論文出版年:2016
畢業學年度:104
語文別:英文
論文頁數:143
中文關鍵詞:線上遊戲虛擬學習環境外語學習者單字學習電腦輔助教學
外文關鍵詞:Online gamesVirtual learning environmentEFLVocabulary learningComputer-assisted language learning
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摘要......................................i
Abstract.................................ii
List of Figures..........................vii
List of Tables ......................... viii

CHAPTER ONE INTRODUCTION.................1
Background of the Study .................1
Purpose of the Study .........................................2
Significance of the Study....................................2

CHAPTER TWO LITERATURE REVIEW...................................4
Computer Assisted Language Learning.................................4
The Development of CALL .........................................4
CALL and Language Learning .........................................4
The Role of Teacher and Computer in CALL .........................................5
Teaching Vocabulary in CALL .............................................................................5
Online Learning .........................................................................................................6
What is Online Learning? ......................................................................................6
Empirical Studies of Online learning.....................................................................7
What is Autonomy? ...............................................................................................7
What is An Autonomous Learner? .........................................................................8
How to Help Learners to Motivate Their Autonomy? ...................................8
Empirical Studies of Learner Autonomy........................................................8
Learning Through Game Types...........................................................................10
Virtual Learning ...................................................................................................10
Three Types of Fictitious Circumstances.....................................................10
Learning Through Games ...........................................................................11
v
Empirical Studies of Virtual Learning .........................................................11
Games and Language Learning................................................................................13
Using Games to Support Writing.........................................................................13
Using Games to Support Speaking ......................................................................14
Using Games to Support Vocabulary Learning...................................................16
The Positive Influence of Vocabulary Learning Through Gaming .....................18
The Negative Influence of Vocabulary Learning Through Gaming ..................18
The Effect of Playing Online Games...................................................................19
Vocabulary Learning ...................................................................................................22
Vocabulary Level Test.........................................................................................22
The Relationship Between Word Knowledge and Reading Comprehension ....23
Annotations on Vocabulary Learning..................................................................24
Involvement Load Hypothesis Facilitating Vocabulary Learning.......................26
Using Software to Learn Vocabulary ..................................................................27
CHAPTER THREE METHODOLOGY .....................................................................29
Setting ..................................................................................................................29
Participants...........................................................................................................29
Games ..................................................................................................................34
Software requirement...........................................................................................35
Task......................................................................................................................35
Instruments...........................................................................................................36
Background questionnaire ...................................................................................36
Vocabulary Pre- and Post- test.............................................................................36
Post-task survey ...................................................................................................37
Interview ..............................................................................................................41
Data Collection Procedures..................................................................................41
Data Analysis Procedures ..................................................................................42
vi
CHAPTER FOUR RESULT…………………………………………………………43
Students' Performance of Learning Vocabulary Through the Online Game, The
Walking Dead ....................................................................................................43
Learners' Individual Performance on Pre- and Post- Vocabulary Tests ............44
Learners' Scores Were Improved .......................................................................44
Learners’ Scores Stayed the Same .....................................................................46
Learners' Learners’ Scores Were Decreased .....................................................47
Learners' Perceptions of the Game of The Walking Dead ..................................49
Learners' Perspectives from Semi-Structured Interviews ……...........................50
Content of the Game ..................................................................................................50
Learners' Perceptions of Learners' Perceptions of the Hardware of the Game ..51
Learners' Perceptions of the plot of The Walking Dead ....................................51
The Processes of Completing the Game ....................................................................53
Learners' Perceptions of Completing the Game ................................................53
Learners' Perspectives of the Most Enjoyable Part of Playing The Walking Dead
..............................................................................................................................54
Learners' Perceptions of the Most Impressive Plot of The Walking Dead ........56
Learners' Perceptions of the Episode They Spend Most Time ..........................59
Learners' Perceptions of the Worksheet .............................................................62
Learners' Perceptions of the Difficulties They Encountered and the Way to Solve
the Problem .........................................................................................................66
Learning Effects .........................................................................................................68
Learners' Perceptions of the Effect of Language Learning ................................69
Learners' Perceptions of the Open Ended Questions .........................................70
Learners' Perspectives of Learning Through Zombie Video Game ...................73
Learners' Perceptions of How The Walking Dead Can Help Learners Increase
Vocabulary Size ..................................................................................................74
Overall Perceptions ....................................................................................................76
Learners' Perceptions of Playing the All English Version Game to Enhance Their
English Ability ...................................................................................................76
vii
Learners' Perceptions of the Recommendation of This Game to Their Friends 79
CHAPTER FIVE DISCUSSION AND CONCLUSION ..........................................81
Overview of the Study .......................................................................................81
Vocabulary Learning in Virtual Environment ...................................................81
Innovative Learning Through The Walking Dead .............................................83
Autonomous Learning Through Virtual Games ................................................86
Pedagogical Implications ...................................................................................87
Limitations and Suggestions for Future Research .............................................88
Conclusion .........................................................................................................90
REFERENCES ............................................................................................................91
APPENDIXIES............................................................................................................95
Appendix A: The Worksheet of The Walking Dead............................................95
Appendix B: The Background Questionnaire....................................................116
Appendix C: Ma& Kelly’s (2006) Model of Vocabulary Test ........................118
Appendix D: A List of Words Chosen from the Game, The Walking Dead ...119
Appendix E: The A and B Version of the Vocabulary Test ............................122
Appendix F: The Post Task Survey of the Perception About the Game, The
Walking Dead ............................................................................128
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