日本大学生对数字游戏语言学习的态度

Q1 Arts and Humanities JALT CALL Journal Pub Date : 2023-04-16 DOI:10.29140/jaltcall.v19n1.681
Michael Hofmeyr
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引用次数: 0

摘要

数字游戏可以有效地作为学习和教学的工具,这一概念一直受到教育理论家和研究人员的关注,许多实证研究指出游戏对技能和知识发展的潜在好处。然而,要想在正式的学习环境中有效地实施这种相对新颖的教学方法,对学习者的态度和关注有一个深刻的理解也是必要的。我们不能想当然地认为,今天的学习者会接受基于游戏的学习方法,仅仅是因为这些学习者比前几代人更习惯于先进的技术。因此,这项混合方法实证研究的目的是通过对日本一所大型公立大学的112名本科生的调查数据,帮助阐明学习者对基于数字游戏的语言学习的信念和态度。研究结果显示,在参与任何干预之前,学习者通常对DGBLL持积极态度,在玩了六个以上的每周合作数字游戏后,他们对这种教学方法的积极态度更强。与早期研究的结果相反,在本样本中,性别未被发现是对DGBLL态度的统计显著预测因子。然而,另外两个人口统计学因素,即信息技术素养和数字游戏体验,与若干态度测量呈正相关。学习者认为使用电子游戏进行语言学习最重要的优势是乐趣。然而,许多人也对以游戏为基础的语言教育的有效性表示怀疑。
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Attitudes towards digital game-based language learning among Japanese university students
The notion that digital games can be effectively employed as tools for learning and teaching has steadily been gaining traction among educational theorists and researchers, with numerous empirical studies pointing to the potential benefits of games for skill and knowledge development. However, a solid understanding of learners’ attitudes and concerns regarding this relatively novel pedagogical approach is also necessary for effective implementation in formal learning contexts. It cannot be taken for granted that today’s learners will accept game-based approaches simply because these learners tend to be more accustomed to advanced technologies than those of previous generations. The aim of this mixed-methods empirical study is thus to help elucidate learner beliefs and attitudes regarding digital game-based language learning with survey data collected from 112 undergraduate student participants at a large public university in Japan. The findings reveal that learners generally held positive attitudes towards DGBLL before taking part in any intervention and, after playing a cooperative digital game over six weekly sessions, reported stronger positive attitudes towards this pedagogical approach. In contrast to the results of earlier studies, gender was not found to be a statistically significant predictor of attitude towards DGBLL in this sample. However, two other demographic factors, namely information technology literacy and digital gaming experience, correlated positively with several measures of attitude. The learners considered enjoyment to be the most important advantage of using digital games for language learning. However, many also expressed doubts regarding the effectiveness of game-based language education.
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来源期刊
JALT CALL Journal
JALT CALL Journal Arts and Humanities-Language and Linguistics
CiteScore
2.40
自引率
0.00%
发文量
14
期刊介绍: The JALT CALL Journal is an international refereed journal committed to excellence in research in all areas within the field of Computer Assisted Language Learning.
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