寓教于乐:网络教育游戏应用于中学英语课堂教学实证研究

寓教于乐:网络教育游戏应用于中学英语课堂教学实证研究

论文摘要

近几年来,教育游戏在外语教学中的应用受到广泛关注。随着这一领域相关研究的增多,人们逐渐了解到游戏在外语教学中的作用不可小觑。游戏是人类的本能需求,也是最原始的教育形式。在儿童的成长过程中,游戏是教育不可或缺的一部分,然而,我国的教育过程中固守传统的、片面的应试教育一直占主导地位,而逐渐忽略了游戏在儿童教学中的重要作用,因此现今教育游戏的发展及应用还原了教育的愉悦性,符合儿童发展的天性。为了激发学生的学习兴趣、培养学生自主学习的能力、提高学习成绩、改进中学英语课堂教学、改变传统的以教师为中心的教学模式,本研究对网络教育游戏在中学英语课堂中的应用做了深入的研究。在对国内外相关研究进行综述以及对教育游戏软件在英语课堂教学中的应用现状进行调查的基础上,以相关理论为指导,围绕网络教育游戏在中学英语课堂教学中的应用,本研究采用问卷调查、访谈、课堂观察相结合的方法,通过实验班和对照班的前后测数据分析探讨了教育游戏“忘我之境”在甘肃省兰州市中学的应用情况,并就学生对该教育游戏的态度、“忘我之境”能否提高学生的学业成绩以及游戏教学能否促进教师专业发展做了深入的研究和分析。本研究选取八年级学生进行了为期一学期的分组实验研究,其中实验班133人,对照班147人,通过统计软件SPSS17.0对收集数据进行分析,旨在表明教育游戏能够同中小学的学科知识相结合,做到知识性、娱乐性、趣味性、教育性相统一,提高学生的学习兴趣和动机,提高学业成绩,同时也促进了教师的专业发展以及观念的转变。根据问卷调查、访谈、课堂观察的结果显示,学生对该教育游戏引入英语课堂持积极肯定的态度,他们的学习兴趣和自主学习的能力在很大程度上得到了提高;前后测的结果表明实验班的测试成绩明显高于对照班的测试成绩,证实了教育游戏“忘我之境”能够提高学生的学业成绩;教师问卷和访谈的数据分析也肯定了游戏教学能够促进教师的专业发展。这些研究发现证明了网络教育游戏在兰州市中学英语课堂中的可行性。本研究证实了网络教育游戏在中学英语课堂教学中的应用有着深远的影响,教师应逐步将游戏教学引入课堂,加快信息技术与中学英语课堂的整合,激发学生的学习兴趣,培养自主学习的能力,从而提高学生的学习成绩,同时也得到自身发展。

论文目录

  • Abstract
  • 摘要
  • List of Figures
  • List of Tables
  • List of Abbreviations
  • Chapter 1 Introduction
  • 1.1 Research Background
  • 1.2 Rationale
  • 1.3 Research Objectives and Significance
  • 1.4 Thesis Structure
  • Chapter 2 Literature Review
  • 2.1 Definition of Terms
  • 2.1.1 The Definition of Games
  • 2.1.2 The Definition of Educational Games
  • 2.1.3 The Definition of Teacher Professional Development
  • 2.2 Characters of Educational Games in EFL Classrooms
  • 2.2.1 Amusing, Engaging & Motivating
  • 2.2.2 Helping Students to Experience Language
  • 2.2.3 Simultaneously Presenting Aural and Textual Language
  • 2.2.4 Effective Supplement to Classroom Instruction
  • 2.2.5 Immediate Feedback
  • 2.3 The Relevant Studies of Educational Games Abroad and at Home
  • 2.3.1 The Relevant Studies of Educational Games Abroad
  • 2.3.2 The Relevant Studies of Educational Games at Home
  • 2.3.3 Comparative Analysis of Studies Abroad and at Home
  • 2.4 The Relevant Studies of Teacher Professional Development
  • 2.5 Summary
  • Chapter 3 Theoretical Framework
  • 3.1 Fr?bel's Theory
  • 3.2 Mihaly Csilszentmihalyi’s Flow Theory
  • 3.3 Krashen’s L2 Acquisition Theory
  • 3.4 Piaget's Theory on Constructivism
  • 3.4.1 Conception of Learning
  • 3.4.2 Conception of Teaching
  • 3.5 Summary
  • Chapter 4 Research Design
  • 4.1 Research Questions
  • 4.2 Experimental Design
  • 4.2.1 Introduction of Game Software
  • 4.2.1.1 The Features of The Forgotten World
  • 4.2.1.2 The Games in The Forgotten World
  • 4.2.2 Implementation Process
  • 4.2.3 Teaching Model in EFL Classrooms
  • 4.3 Research Subjects
  • 4.4 Research Instruments
  • 4.5 Data Collection
  • 4.6 Data Analysis
  • 4.7 Summary
  • Chapter 5 Results and Discussion
  • 5.1 Results and Analysis for Question 1
  • 5.1.1 Results and Analysis of Questionnaire Data
  • 5.1.2 Results and Analysis of Interview Data
  • 5.1.3 Results and Analysis of Classrooms Observation
  • 5.1.4 Findings
  • 5.2 Results and Analysis for Question 2
  • 5.2.1 Pretest Results
  • 5.2.2 Posttest Results
  • 5.2.3 Data Analysis of Pretest and Posttest
  • 5.2.4 Findings
  • 5.3 Results and Analysis for Question 3
  • 5.3.1 Results and Analysis of Questionnaire Data
  • 5.3.2 Results and Analysis of Interview Data
  • 5.3.3 Findings
  • 5.4 Summary
  • Chapter 6 Conclusions
  • 6.1 Conclusion
  • 6.2 Implications
  • 6.2.1 Implications for Educational Games Applied to Language Learning
  • 6.2.2 Implications for Educational Games Applied to Language Teaching
  • 6.3 Limitations
  • 6.4 Future Research Suggestions
  • References
  • Appendix ⅠQuestionnaire for Students
  • Appendix ⅡInterview Syllabus for Students
  • Appendix Ⅲ Classroom Observation Form
  • Appendix Ⅳ Questionnaire for Teachers
  • Appendix ⅤInterview Syllabus for Teacher s
  • Acknowledgements
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    寓教于乐:网络教育游戏应用于中学英语课堂教学实证研究
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