Summary: | 碩士 === 崑山科技大學 === 資訊管理研究所 === 105 === With the increasing popularity of 3C products, various smart phone phubbers are beginning to become a part of our life. Many parents use the smart phone as a child's gifts being a potential bottleneck between interpersonal relationships. In other words, partial students preferred to choose the interpersonal interactions with someone in cyber space that lead to gradually lose the handling ability of interpersonal relationships in the real world. In practice, the students are more likely to be attracted by the sound and light effect of the digital contents in the teaching process. Obviously, it is insufficient to read paper works for most students instead. Typically, it is a concrete period of the cognitive development for low-grade students in elementary school. Providing operational processes of specific experiences can help their thinking for children. Inspired by students’ preferences of 3C products, this study incorporates the board game to examine the effects of learning motivations and outcomes in lower-grade students' language teaching processes by using qualitative analysis of statistical analysis approaches in an elementary school. Moreover, several measure scales for learning achievement evaluations including pre-testing and after-testing for students, language interest scales, questionnaires for teaching evaluations, student interviews, teaching recording videos, are collected as a reference for teaching improvements. The experimental results reveal (i) most of low-grade students were agree on the board game is conducive to language learning, (ii) integration of board game into language learning can really motivate students, and (iii) board games used in the field of language learning for children has a positive effect on student learning outcomes.
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