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논문 기본 정보

자료유형
학술저널
저자정보
저널정보
한국멀티미디어언어교육학회 멀티미디어 언어교육 멀티미디어 언어교육 제9권 제1호
발행연도
2006.1
수록면
94 - 115 (22page)

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초록· 키워드

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This study investigated the effects of a network-based educational game in terms of the degree of the learner satisfaction, improvement in the academic achievement, and the learner motivation and learning strategies. The data were gathered from vocational high school female students, who were divided into three groups: non-users, less positive users, and positive users. Two types of pretests, an English vocabulary test and the MSLQ(Motivated Strategies for Learning Questionnaire) test, were done. Then, after three weeks, another English vocabulary test, the MSLQ test, and a learner satisfaction test were done in a post-test format. The English vocabulary pre-/post-test scores and MSLQ test scores were compared to measure differences in the three groups. The results were as follows; First, the learner satisfaction on the network-based educational game was slightly higher(3.2/5.0). Especially, for the items on Engagement, Fun, and Communication, the students responded very positively. But students responded negatively to the items on learning effects. Second, in terms of the learner achievement, a statistically meaningful difference was found between the non-user group and two user-groups. Thirdly, the MSLQ test results did not show statistically meaningful differences except the items on 'Control in Learning' and 'Time Management'. The results of this study show potentials of network-based educational games. That is, when they are used wisely and designed carefully, they can help students learn more effectively by providing better learning environments for learning.

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