Summary: | 碩士 === 中華大學 === 資訊管理學系碩士班 === 102 === English is the international language that we know its importance without saying, but the memorizing of English vocabulary is an arduous and easy-forgetting job for most people. This study would take an online multiplayer English vocabulary learning game, English Vocabulary Monopoly, as an example to make students do game-based activities of memorizing English vocabulary, and then aims to explore if anonymity affects students’ learning behavior, and to give some advice of grouping. The research samples are chosen from one junior high school in Fengyuan District. They are 87 eighth graders of three classes except two boy students and three girl ones that couldn’t join the two learning activities completely. Three days before the first activity, make the students have the test of forty vocabularies of Kang Hsuan version that were taught in elementary school. In the first activity, the students of Class A and B would play this game in an anonymous way and the ones of Class C in a nominative way for thirty minutes. In the second activity after a week, the students of Class A and B would play it in a nominative way and the ones of Class C in an anonymous way. Each time after the game, test students the same forty vocabularies and makes them fill out the questionnaires of English vocabulary attitude and satisfaction for the game system. From the English vocabulary tests and the analyses of the questionnaires, we can know the grades of the English vocabulary tests are gradually better and better. That shows us that English Vocabulary Monopoly can indeed help students memorize English vocabularies. Furthermore, from the Behavior Perspective of the questionnaires of English vocabulary attitude between the pretest and the first activity, the results show an obvious difference that shows students are able to memorize vocabularies through this game. Besides, anonymity shows an obvious difference from the Social Perspective of the questionnaires of satisfaction for the game system. That means students are willing to memorize vocabularies through this game. They would like to not only play this game again but also recommend to others. However, the anonymous or nominative way of grouping doesn’t show any difference of students’ behaviors.
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