文藻外語大學W-Portfolio

研究資料首頁-> 發表專書(含篇章)及其他著作

研究資料明細

專書(含篇章)及其他著作名稱 A Case Study of Game-based LIstening Course in an EFL Tertiary-level Context (Internationalizing English Language Education in Globalized Taiwan)
專書出版日期 2018-12-01
專書類別 紙本
是否為專書
使用語文 外文
專書是否經外部審稿程序或公開發行出版
作者順序 第一作者
通訊作者
出版年 2018
出版月 1
出版地  
出版者(社) Tung Hua Book Co. Ltd.
ISBN編號 9789574839537
所屬計劃案
可公開文檔  
可公開文檔  
可公開文檔  


[英文摘要] :
As the inevitable trend of interactive technology develops, free templated programs such as game-based systems have been increasingly integrated in teaching. Studies have also extended to focus on game-based learning such as instant feedback systems. Gaming is regarded a fascinating part among learners, especially teens, and it has been introduced to education and resulted in an alternative learning experience. Nevertheless, studies on game-based application such as Kahoot in language teaching are less frequently documented in the literature. This paper reports on the use of Kahoot among a group of tertiary-leveled undergraduate students majoring in English in an evening division of a language university located in southern Taiwan. A group of tertiary level students (28) attended a 36-hour English listening course in the summer of 2016. The research attempts to examine the perceptions of the participants in using Kahoot in two different periods of time, i.e. pre-test and post-test. This study was questionnaire-based, using the same questionnaire twice, one being held in pre-test and post-test. The questionnaire consisted of three parts: (1) demographic information, (2) questions in relation to operation, functions and physical features of Kahoot, personal satisfaction with the use of Kahoot, and (3) personal feedback. Collected data were stored and analyzed, and retrieved responses from the open-ended questions were thematically coded. Findings revealed students’ positive feedback toward Kahoot. The implication of this study shows that Kahoot, a game-based instant feedback device could be integrated in the EFL learning context to not only motivate learners in the language class but also lighten up the learning atmosphere.

Keywords: Kahoot, game-based learning, instant feedback system, tertiary-level

[參考文獻] :
Bellotti, F., Berta, R., De Gloria, A., & Primavera, L. (2009). Adaptive Experience Engine for Serious Games. Retrieved on June 28, 2017 from https://www.researchgate.net/publication/220437229_Adaptive_Experience_Engine_for_Serious_Games
Berk, R. A. (2008). Use of technology and music to improve learning. Retrieved on Oct. 30, 2017 from https://images.pearsonassessments.com/images/NES_Publications/2008_12Berk_13012_1.pdf
Brand, J. (2015). Kahoot app brings urgency of a quiz show to the classroom. Retrieved on August 30, 2016 from https://www.nytimes.com/2016/04/17/technology/kahoot-app-brings-urgency- of-a-quiz-show-to-the-classroom.html
Brown, S. (2008). Stuart Brown: Play is more than just fun [Video file]. Retrieved on Sept. 3, 2016 from https://www.ted.com/talks/stuart_brown_says_play_is_more_than_fun_it_s_vital
Carr, D., & Bossomaier, T. (2011). Relativity in a rock filed: A study of physics learning with computer game. Australasian Journal of Educational Technology, 27(6), 1042–1067.
Chuang, Y. T. (2014). SSCLS: A smartphone-supported collaborative learning system. Telematics and Informatics, 32(3), 463–474.
Conole, G., & Fill, K. (2005). A learning design toolkit to create pedagogically effective learning activities. Retrieved on 2 May, 2017 from https://www-jime.open.ac.uk/articles/10.5334/2005
-8
Dellos, R. (2015). Kaooht! A digital game resource for learning. International Journal of Instructional Technology & Distance Learning. Vol. 12(4). pp. 49–52.
Deterding, S., Khaled, R., Nacke, L., & Dixon, D. (2011). Gamification: Toward a definition. Retrieved on 30 June, 2017 from http://gamification-research.org/wp-content/uploads/2011/
04/02-Deterding-Khaled-Nacke-Dixon.pdf
Fotaris, P., Mastoras, T., Leinfellner, R., & Rosunally, Y. (2015). From high score to high marks: Empirical study of teaching programming through gamification. In Proceedings of the 9th European Conference of Games Based Learning ECGBL 2015, Steinkjer, Norway, October 8-9, 2015. Retrieved on June 1, 2016 from http://eprints.uwe.ac.uk/28599
Hussein, B. (2015). A blended learning approach to teaching project management: A model for active participation and involvement: Insights from Norway. Education Sciences, Vol. 5, 104-125.
Iwamoto, D. H., Hargis, J., Taitano, J., & Vuong, K. (2017). Analyzing the efficacy of the testing effect using Kahoot on student performance. Turkish Online Journal of Distance Education, 18(2), 80–93.
Lin, A. (2016). Application of a game-based instant feedback system in an EFL tertiary context in Taiwan. Paper presented at The 13th Cross-strait Conference on Foreign Language Teaching & Learning. Kaohsiung, Wenzao Ursuline University of Languages, 463–484.
Malone, T. W. (1981). Toward a theory of intrinsically motivating instructions. Cognitive Science, 4, 333–369.
Matsubara, M., & Yoshida, H. (2018). Fostering autonomous learners of vocabulary acquisition using content-based ICT methods. Humanities & Social Science Reviews, 6(1), 36-43.
McMunn-Tetangco, E., (2017). Gamification: A practical guide for librarians. London: Rowman & Littlefield.
Ocriciano, M. (2016). IELTS writing: A gamification journey. Research Notes, 64.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers and Education, 52(1), 1–12.
Sasse, S., & Cher, S. (May, 2016). Systematic teaching of academic vocabulary including the use of technological tools. Research Notes, 64.
Shen, Y. T. (2015). Effect of online Assessment on learning motivation and achievement in a Junior high history class: An example of Kahoot. Master’s thesis, National Formosa University, Yunlin, Taiwan. Retrieved on April 4, 2017 from http://www.airitilibrary.com/Publication/alDetailedMesh1?DocID=U0028-0707201514391800#Summary
Sherry, J. L., Lucas, K., Greenberg, B. S., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. In P. Vorderer, & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 213–224). New York: Routledge, Taylor & Francis Group.
Vawter, D. (2009, March). Mining the middle school mind. Middle Matters. National Association of Elementary School Principals.
Wang, A. (October 11, 2013). The use of game-based learning in the classroom [Video file]. Retrieved on July 30, 2016 from https://www.youtube.com/watch?v=dNd3_OG2bzs
Wang, A. (2015). The wear out effect of a game-based student response system, motivation, and learning. Computers and Education 82, 217–227.
Wang, A., Zhu, M., & Sætre, R. (2016). The effect of digitizing and gamifying quizzing in classrooms, 10th European Conference on Games Based Learning (ECGBL 2016), Paisley, Scotland.
Werbach, K., & Hunter, D. (2012) For the win: How game thinking can revolutionize your business. Philadelphia, PA: Wharton Digital Press.
Widdowson, H. G. (1990). Aspects of language teaching. Oxford: Oxford University Press.
Yee, N. (2006). Motivations for play in online games. Journal of CyberPsychology and Behavior, 9, 772–775. DOI: 10.1089/cpb.2006.9.772