MMORPG를 활용한 고등학교 영어 교수학습의 효과The effectiveness of English teaching and learning utilizing MMORPG in high school
- Authors
- 위정현; 원은석; 정동빈
- Issue Date
- 2009
- Publisher
- 현대영어교육학회
- Keywords
- game-based learning; high school English; task-based learning; 게임기반학습; 고등영어; 과제중심학습
- Citation
- 현대영어교육, v.10, no.3, pp 194 - 216
- Pages
- 23
- Journal Title
- 현대영어교육
- Volume
- 10
- Number
- 3
- Start Page
- 194
- End Page
- 216
- URI
- https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/33548
- ISSN
- 1598-0782
- Abstract
- This study suggests effectiveness of English teaching and learning utilizing MMORPG in high school as teaching material. As teaching material, an
MMORPG, 'Goonzu Global', was selected and modified according to high school English curriculum. Utilizing the game, English class, which consisted of 30 students of first grade, was implemented by 20 lessons in a high school located in Suwon. To achieve the goals of this study, the researcher set four hypotheses according to effectiveness and retentive effects of the class. Pre and post proficiency tests were conducted to verify effectiveness of the MMORPG utilization in English class. Also, by comparing English scores of two groups from regular mid-term test, which was taken one month after the experiment, retentive effects were analyzed. At last, to find out affective influences, survey and interview were carried out with the participants of the class. As the results of the study, students' reading ability (hypothesis 1), dialogue comprehension ability (hypothesis 2), and vocabulary recognition (hypothesis 3) were all improved with statistical significance. However, retentive effects (hypothesis 4) didn't show statistical significance although the English mid-term test score of the experimental group was 5 point higher than the comparative group.
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Collections - College of Business & Economics > School of Business Administration > 1. Journal Articles
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