标题: 辅助台湾高中生学习英语写作之App设计与评鉴
The design and evaluation of an App for high school students’ learning of English Writing
作者: 曾俊翔
陈昭秀
Tseng, Chun-Hsiang
Chen, Chao-Hsiu
教育研究所
关键字: 电脑辅助语言学习;英语写作;行动学习;同侪互评;Computer assisted language learning;English writing;Mobile learning;Peer assessment
公开日期: 2017
摘要: 本研究旨在利用行动科技及同侪互评的特性,设计一款辅助台湾高中学生英语写作的应用程式,此“虾拼写手”应用程式可让学生搭配高中英语课程的句型,以贴近日常生活的方式练习英文造句。本研究于系统开发阶段回顾相关研究文献、分析现有英语学习相关之应用软体、访谈目标使用者,并依据需求分析结果设计系统雏型。
本研究系统评估过程分为两阶段,第一阶段为专家评鉴,邀请四位专家评鉴系统雏型,专家在评鉴后针对系统介面与按钮一致性、资讯明确性、使用方便性等方面,提出系统的改善建议。第二阶段实地施测采用准实验设计,以班级为单位进行为期四周施测,将参与研究的学生分为三组:(1)控制组:使用纸本练习造句;(2)实验组1:使用App练习造句并有同侪予以回馈(3)实验组2:使用App练习造句且有授课教师和同侪间的回馈。三组学生上课后,利用课后时间练习英语造句。在后测时,学生填答英语写作(造句)测验试题,以比较使用不同方式练习英文造句的三组学生在英文造句的学习成效是否具有差异。此外,本研究者请采用虾拼写手App练习英文造句的学生在后测时填答QUIS量表,并招募六位学生接受半结构式访谈,以了解此App的目标使用者对于系统可用性的感受。
研究结果发现,实验组1的学生在文法错误数量、中式英文、正确性有较佳的表现;在句子数量上面,实验组2的表现优于控制组;另外,三组学生在造句的复杂度无显着差异。而分析使用者对系统可用性的评估结果后发现,目标使用者认为本系统的介面和功能操作均简单清楚,并且可增进同侪话题与情感交流。然而此系统整体的整合性、趣味性与引发动机的部分尚不足,是未来可以改善之处。
本研究建议未来研究时可以提供多元任务形式,如每日一句或结构化的写作导引练习,也可融入游戏元素,如设定积分与奖励机制,提升该系统的趣味性。另外可以进一步探究不同教学法搭配本系统及同侪互评,对于学生的评论内容与英语写作学习成效的影响。
This study integrates characteristics of mobile learning with concepts of peer assessment to design a mobile English writing system named “XiaPin Writer.” The system includes sentence patterns commonly used in English textbooks following the standards of high school English curriculum to encourage students to practice making English sentences in real life contexts. To conduct the needs analysis, the author reviewed relevant literature and analyzed existing applications about English learning, and interview teachers and students and, finally, the author developed the system prototype based on results of the needs analysis.
The evaluation of the system prototype includes expert evaluation and a user test. In the expert-evaluation stage, four experts provided suggestions regarding interface consistency, information clarity, convenience of use, and so on. In the user-test stage, to compare the learning effectiveness of students with different learning approaches, a four-week experiment was conducted in a senior high school English course. Three classes of students were assigned to a control group and two experiment groups. The students in the control group practiced making sentences in the traditional homework style; the students in the experimental group1 practice making sentences with the App and commented on peers’ sentences via the App; and the students in the experimental group2 also practiced making sentences with the App and received feedback from the English teacher and peers. The participants who used the App to practice English writing would fill out the QUIS questionnaires, and four students participated in the semi-structured interview to express their attitudes toward the App.
The result indicated that the experimental groups1 outperformed both the control group and the experimental group2 in the English grammar errors, Chinglish, and accuracy. The experimental group2 outperformed the control group in the sentence numbers but the three groups showed no difference in syntactic complexity. The system usability results show that the system interface and functional operations are simple and clear, and that the system motivates the students to practice sentence-making because the students thought the photos and sentences are interesting and served as common topics of communication. Yet, the integration and playfulness of the system can be further improved.
Regarding future research, providing users with various learning tasks such as making daily sentences and writing exercises guided by certain structures or applying game elements such as scoring and giving rewards to the system design could enhance the fun of the system. Additionally, how students comment on peers’ English writing via the system combining with different teaching methods affect students’ writing performance could be also investigated.
URI: http://etd.lib.nctu.edu.tw/cdrfb3/record/nctu/#GT070359635
http://hdl.handle.net/11536/142109
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