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從眼動證據探究閱聽中文形聲字之音形映照 / Eye movement evidence for Phonological to orthographic mapping when reading and listening Chinese Phonograms余姿幸, Yu, Tzu Hsing Unknown Date (has links)
語言系統中,形音之間的映照關係為一持續受到探討的議題。本篇論文旨在利用眼動閱讀實驗以及口語理解─視覺典範深入探究閱聽中文形聲字時,音形映照之存在性及其時序歷程。
本文進行兩個眼動實驗。實驗一旨在探究視覺的閱讀歷程中,中文的音形映照於詞彙層次和次詞彙層次之歷程及影響。結果顯示,同音字密度效果未達顯著,但音形對應一致性效果於晚期眼動指標中顯著呈現。顯示出音形映照於視覺詞彙辨識的晚期產生影響,並證實語音表徵和字形表徵於視覺處理中是互為雙向影響之觀點,實驗一結果並支持音至形的反向連結映照於視覺模式中具有其重要性。實驗二主要使用口語理解─視覺典範,進一步探究並檢驗音形映照於口語詞彙辨識過程中之時序及歷程。結果顯示,音形對應一致性效果於早期眼動指標中顯著呈現,隨後同音字密度效果於晚期眼動指標中顯著呈現。此研究結果支持雙向交互激發模型(BIAM)之假設,顯示詞彙辨識機制中,存在字音和字形表徵之間的動態交互連結;並證實字形表徵於口語詞彙辨識過程中時序性的影響。
整體而論,本研究整合形音映照之概念所衍生出的形音一致性效果及同音字密度效果,就視、聽兩種模式之眼動實驗,檢視音形映照歷程,並進一步提供音形映照的實驗證據,探究其於中文語言系統的文字辨識歷程中之影響力與重要性。 / The present study aims to examine the states of phonological to orthographic (P-O) mappings when reading and listening Chinese phonograms. Two eye tracking experiments regarding to visual and auditory modalities were conducted to explore the intrinsic nature and the temporal dynamics of P-O mappings in Chinese word recognition.
Experiment 1 manipulated homophone density and P-O consistency to investigate the involvement of P-O mappings at lexical and sublexical levels during the reading process. The result of Experiment 1 revealed that the P-O consistency effect was evident in second-pass eye movement indices of total viewing time (TVT) and rereading rate (RRR), demonstrating a late occurrence of P-O consistency effect at a the verification stage in reading. The occurrence of P-O consistency is in accordance with the view that the phonological information and orthographic representation are activated in a bidirectional flow, which implies that the mappings from phonology to orthography were guaranteed during the reading process.
Experiment 2 utilizes visual world paradigm to explore the P-O mappings in auditory modality and further inspect the temporal dynamic in listening Chinese spoken characters. The result demonstrated that the P-O consistency effect emerged approximately 300 ms earlier than the homophone density effect, reflecting the early P-O consistency effect and the relatively late HD effect during the temporal stage of spoken word recognition. The result also supports the bidirectional activation of orthographic and phonological codes during word recognition, demonstrating the notion that the dynamic influences of orthography representation on spoken word recognition are ubiquitous at both sub-lexical and lexical levels.
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第2節 中学2年生 生命と環境(第2章 各学年の総合人間科の取り組み, VI. キャリア形成を軸とした総合人間科の取り組み)三小田, 博昭, 加藤, 直志, 西川, 陽子, 大林, 直美, 松本, 真一 25 January 2010 (has links)
No description available.
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合作閱讀標註系統之遊戲化激勵機制對於提升同儕互動與閱讀理解成效的影響研究 / Enhancing peer interactions and reading comprehension performance by using a collaborative annotation system with gamification motivate mechanisms陳姿君, Chen, Tze Chun Unknown Date (has links)
近年來數位閱讀逐漸受到重視,許多閱讀標註系統被發展出來輔助提升數位閱讀成效,然而至今卻尚未出現具遊戲化激勵機制的閱讀標註系統。過去許多研究指出,遊戲化學習不但有助於提升學生的學習動機,並且透過遊戲競爭有助於激勵學習。因此本研究在「雲端高互動合作式閱讀標註系統」上發展遊戲化激勵機制,以探討採用有無遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習下,對於標註行為、閱讀理解成效、社會網絡互動及沉浸經驗的影響差異。此外,也探討不同性別與學習風格的學習者在有無遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習下,其標註行為、閱讀理解成效、社會網絡互動及沉浸經驗彼此之間是否具有顯著差異。
研究結果發現:(1)採用具遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在標註總次數、基本標註次數、進階標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的學習者;(2)男性與女性學習者以及主動型、反思型與感覺型學習者採用具遊戲化激勵機制之「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在標註總次數、基本標註次數、進階標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的系統;(3)直覺型學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在標註總次數、基本標註次數與標註能力上均顯著優於採用不具遊戲化激勵機制的系統;(4)感覺型學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在詮釋理解的表現上顯著優於採用不具遊戲化激勵機制的系統;(5)採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在程度中心度、接近中心度與中介中心度上均顯著優於採用不具遊戲化激勵機制的學習者;(6)男性與女性以及主動型、反思型、感覺型與直覺型的學習者採用具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在程度中心度與接近中心度上均顯著優於採用不具遊戲化激勵機制的系統;(7)採用具有遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀的學習者,在第一階段(投入)與整體沉浸經驗上均顯著優於採用不具有遊戲化激勵機制的學習者;(8)感覺型的學習者採用具有遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀,在第一階段(投入)的沉浸經驗上顯著優於採用不具有遊戲化激勵機制的系統;(9)學習者透過具遊戲化激勵機制的「雲端高互動合作式閱讀標註系統」輔以合作閱讀學習後,對於系統的滿意度極高。
最後,基於研究結果,本研究亦提出對教師、閱讀推廣單位的建議,也提出幾個未來的研究方向。 / The emphasis on digital reading has various reading annotation systems being developed for enhancing digital reading achievement. However, there has not been a reading annotation system with gamification motivate mechanism. Past research indicated that gamification learning could enhance students’ learning motivation and motivate learning willingness through game-based competition. Accordingly, the Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism is developed in this study to compare its effects on annotation behavior, reading comprehension achievement, social network interaction, and immersion experience with those without gamification motivate mechanism. Under the Cloud-based High-Interaction Cooperative Reading Annotation System with/ without gamification motivate mechanism, the differences among learners with distinct gender and learning styles in the annotation behavior, reading comprehension achievement, social network interaction, and immersion experience are also investigated.
The research findings are summarized as following. (1) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, number of advance annotation, and annotation ability. (2) Male, female, active, reflective, and sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading remarkably outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, number of advance annotation, and annotation ability. (3) Intuitive learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading notably outperform those without gamification motivate mechanism on total number of annotation, number of basic annotation, and annotation ability. (4) Sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on reading achievement for interpreting, integrating, and evaluating processes.(5) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading remarkably outperform those without gamification motivate mechanism on degree centrality, closeness centrality, and betweenness centrality. (6) Male, female, active, reflective, sensing, and intuitive learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading outperform those without gamification motivate mechanism on degree centrality and closeness centrality. (7) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading notably outperform those without gamification motivate mechanism on the first stage (engagement) and overall immersion experience. (8) Sensing learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading significantly outperform those without gamification motivate mechanism on immersion experience at the first stage (engagement). (9) Learners applying Cloud-based High-Interaction Cooperative Reading Annotation System with gamification motivate mechanism to assist cooperative reading present extremely high system satisfaction.
Based on the research results, suggestions for teachers and reading promotion units as well as for future research are proposed.
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詞彙歧義解困的次要語義偏向效應再視:中文多義詞的眼動研究證據 / Revisiting the subordinate bias effect of lexical ambiguity resolution: evidence from eye movements in reading Chinese盧怡璇, Lu, I Hsuan Unknown Date (has links)
過去二十多年來,心理語言學研究關注詞彙歧義解困 (lexical ambiguity resolution)歷程發生時,語義脈絡與多義詞的語義頻率之間的交互作用。許多研究發現,當語境支持非均勢同形異義詞 (unbalanced homograph) 的次要語義時,同形異義詞的凝視時間長於與其有相同字形頻率的單義詞 (unambiguous control),此為次要語義偏向效應 (subordinate bias effect)。根據再排序觸接模型 (reordered-access model),次要語義偏向效應來自於主要語義與次要語義的競爭;相對地,選擇觸接模型 (selective access model)則認為只有與語境相關的語義被激發,因此,次要語義偏向效應是因為提取到一個使用頻率較低的語義。本論文進行兩個眼動實驗。實驗一檢視中文多義詞的次要語義偏向效應以區辨兩種詞彙歧義解困模型分別提出的解釋。本實驗的材料使用了低頻同形異義詞、低頻單義詞、以及高頻單義詞。結果顯示,當使用的單義詞與多義詞字形頻率相同時,在目標詞及後目標詞上(目標詞後一個詞)皆發生了次要語義偏向效應。實驗二利用口語理解─視覺典範中透過受試者理解語音訊息時同步記錄眼動的作業方式來探究次要語義偏向效應是否來自於主要語義的激發。當口語句子中的目標詞被唸出後,會計算出隨著時間增加眼睛落在四個雙字詞的凝視比例。結果發現次要語義因為語境的選擇在聽到目標詞後大約500毫秒時就可被激發,主要語義則在一聽完多義詞後被激發。因此,多義詞的兩個語義在聽到目標詞後大約900至1300毫秒時(相當於在後目標詞時)發生競爭。整體而言,本研究顯示即使語境支持多義詞的次要語義,主要語義依然會被激發。因此,次要語義偏向效應是由兩個語義競爭後所造成的結果,符合再排序觸接模型的解釋。 / Research in psycholinguistics throughout the last two decades has focused on the interaction between linguistic context and meaning dominance during lexical ambiguity resolution. Many studies demonstrated the subordinate bias effect when the preceding context biased for the subordinate meaning (i.e. infrequent meaning) of an unbalanced homograph. According to the reordered access model, the SBE is due to competition between the dominant and subordinate meanings. On the contrary, the selective access model assumes only the context-relevant meaning is activated and the SBE is a result of access to a low frequent meaning.
Two eye tracking experiments of sentence reading and sentence listening were conducted. Experiment 1 examined the SBE of Chinese homographs to differentiate the two accounts. We utilized low frequency homographs along with their matched low and high-frequency unambiguous words. The results showed the SBE emerging in fixation durations of the target region and post-target region (i.e. next two words of the target), when unambiguous controls were matched to the word-form frequency of ambiguous words.
Experiment 2 used visual world paradigm to explore temporal dynamics of dominant meaning activation responsible for the SBE in an instructional eyetracking-during-listening task. Fixation probabilities on four disyllabic printed words were analyzed during a time period after a target word was uttered in a spoken sentence. The results supported the reordered access model. The subordinate meaning was activated by contextual information at about 500 ms after the onset of acoustic homograph at the time when context penetrated to make its favored meaning available. Soon after the offset of homograph, the dominant meaning became active. Both meanings associated with the homograph were activated during the time windows of 901 ms to 1300 ms, which approximately corresponding to the acoustic onset of post target. In sum, our studies demonstrate that the dominant meaning is activated even when the contextual information biases to the subordinate meaning of a homograph. The subordinate bias effect is the result of competition from two meanings, conforming to the reordered access model.
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中学3年生 : 「国際理解と平和Ⅰ」 : 広島から平和を科学する (Ⅱ. キャリア形成を軸とした総合人間科の取り組み)仲田, 恵子, Nakata, K., 川田, 基生, Kawata, M., 今村, 敦司, Imamura, A., 西川, 陽子, Nishikawa, Y., 嘉賀, 正泰, Kaga, M. 30 November 2005 (has links)
国立情報学研究所で電子文書化したコンテンツを使用している。
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中3英語におけるコンピュータを活用した授業 : クロスカリキュラムの発信型プロジェクト(英語科)(教科研究)仲田, 恵子, 鈴木, 裕子 15 November 2001 (has links)
国立情報学研究所で電子化したコンテンツを使用している。
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学校改革としての研究開発学校の取り組み : 「国際理解と平和の教育」から「総合人間科」へ(新教科・総合人間科の実践(第一報))(特別研究)丸山, 豊 16 October 1995 (has links)
国立情報学研究所で電子化したコンテンツを使用している。
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「国際理解と平和I」体験を通して考えよう : 視野を広げ理解を深める(中学3年生)(IV 2000年度総合人間科の取り組み)(研究開発)竹内, 史央, 大林, 直美, 湯澤, 秀文, 斉藤, 真子, 仲田, 恵子 15 November 2001 (has links)
国立情報学研究所で電子化したコンテンツを使用している。
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