The Study on the Effects of Board Game Instruction on Chinese Idiom for Eighth Graders

碩士 === 國立中央大學 === 學習與教學研究所 === 106 === This study aimed to investigate the effects of board game instruction on Chinese idiom for eighth graders. Quasi-experiments are adopted to measure the effects. Thirty students from two classes of a junior high school in Hsinchu participated in the experiments....

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Main Authors: Yun-Chi Jiang, 江允齊
Other Authors: Eric Zhi-Feng Liu
Format: Others
Language:zh-TW
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/4d5k56
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spelling ndltd-TW-106NCU054640052019-09-19T03:30:12Z http://ndltd.ncl.edu.tw/handle/4d5k56 The Study on the Effects of Board Game Instruction on Chinese Idiom for Eighth Graders 成語教學導入桌遊對國中八年級學生之影響 Yun-Chi Jiang 江允齊 碩士 國立中央大學 學習與教學研究所 106 This study aimed to investigate the effects of board game instruction on Chinese idiom for eighth graders. Quasi-experiments are adopted to measure the effects. Thirty students from two classes of a junior high school in Hsinchu participated in the experiments. On the one hand, fifteen students in one class were in the experimental group to receive board game idiom instruction. On the other hand, fifteen students in the other class were in the control group to receive traditional idiom instruction. The experiments were conducted for 45 minutes every week and lasted for eight weeks. Qualitative analysis and quantitative analysis were applied to experimental results. Students in both the experimental group and the control group took idiom ability pretest and idiom ability posttest. After the eight weeks of instruction, every student of both groups filled in a learning motivation questionnaire. The questionnaire data are demonstrated in the form of descriptive statistics. Certain students were interviewed for the investigator to get their feedback and to realize their learning motivation toward the board game instruction. By the comparisons of idiom ability tests, it was found that the student scores in the experimental group were significantly higher than those in the control group with significant differences. It was also found that the progress of the experimental group student was larger and the progress were significant. By the learning motivation questionnaire statistics analysis results, the scores of the experimental group students were also higher, indicating that they had a stronger learning motivation. Furthermore, by the interview feedback from students, the competitiveness and the entertainment of the board game can enhance their learning motivation. Eric Zhi-Feng Liu 劉旨峯 2018 學位論文 ; thesis 90 zh-TW
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description 碩士 === 國立中央大學 === 學習與教學研究所 === 106 === This study aimed to investigate the effects of board game instruction on Chinese idiom for eighth graders. Quasi-experiments are adopted to measure the effects. Thirty students from two classes of a junior high school in Hsinchu participated in the experiments. On the one hand, fifteen students in one class were in the experimental group to receive board game idiom instruction. On the other hand, fifteen students in the other class were in the control group to receive traditional idiom instruction. The experiments were conducted for 45 minutes every week and lasted for eight weeks. Qualitative analysis and quantitative analysis were applied to experimental results. Students in both the experimental group and the control group took idiom ability pretest and idiom ability posttest. After the eight weeks of instruction, every student of both groups filled in a learning motivation questionnaire. The questionnaire data are demonstrated in the form of descriptive statistics. Certain students were interviewed for the investigator to get their feedback and to realize their learning motivation toward the board game instruction. By the comparisons of idiom ability tests, it was found that the student scores in the experimental group were significantly higher than those in the control group with significant differences. It was also found that the progress of the experimental group student was larger and the progress were significant. By the learning motivation questionnaire statistics analysis results, the scores of the experimental group students were also higher, indicating that they had a stronger learning motivation. Furthermore, by the interview feedback from students, the competitiveness and the entertainment of the board game can enhance their learning motivation.
author2 Eric Zhi-Feng Liu
author_facet Eric Zhi-Feng Liu
Yun-Chi Jiang
江允齊
author Yun-Chi Jiang
江允齊
spellingShingle Yun-Chi Jiang
江允齊
The Study on the Effects of Board Game Instruction on Chinese Idiom for Eighth Graders
author_sort Yun-Chi Jiang
title The Study on the Effects of Board Game Instruction on Chinese Idiom for Eighth Graders
title_short The Study on the Effects of Board Game Instruction on Chinese Idiom for Eighth Graders
title_full The Study on the Effects of Board Game Instruction on Chinese Idiom for Eighth Graders
title_fullStr The Study on the Effects of Board Game Instruction on Chinese Idiom for Eighth Graders
title_full_unstemmed The Study on the Effects of Board Game Instruction on Chinese Idiom for Eighth Graders
title_sort study on the effects of board game instruction on chinese idiom for eighth graders
publishDate 2018
url http://ndltd.ncl.edu.tw/handle/4d5k56
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