Summary: | 碩士 === 崑山科技大學 === 資訊管理研究所 === 106 === The board games could be used by teachers as a tool for teaching which is more attractive to children. As a result, students' attention and motivation for language learning were enhanced. In addition, students can learn independently and use the interpretation with the rules of the board game to improve their language comprehension and logical reasoning ability. Therefore, the present study focuses on analyzing the causal relationship between board games and learning outcomes. This study uses an action research for the Fourth Grade schoolchildren in K Elementary school through the use of the teaching courses conducted 12 weeks. In particular, the project collected and designed instructional courses through the use of pre-leading research, teaching observation, and collection of literacy test data; observation records in action, classroom performance of schoolchildren, and teacher reflections, to continuously adjust the courses and explore the role, function and direction of the use of the ‘Dixit’ in the future middle and senior grade teaching. The experiment results showed that board games can be incorporated into the teaching situations to effectively reinforce the learning motivation and outcomes from each other in the exchange and competition process. Consequently, it enhances the effectiveness of learning and cultivate students' rational thinking, emotional control and communication abilities.
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