英文摘要 |
In traditional teaching activities, teacher not only teaching in large class but taking the unite curriculum, examination and mechanical approach. Moreover, the subtle differences among students are not easy detected by teachers during the class, and teachers are not easy to instruct by individual.In the wake of technology progress and widely used network, the merits of internet are being used in teaching. Students can learn or question through the distance learning or e-learning, if they are not familiar with the course materials. Furthermore, the knowledge of the source is no longer limited to books or classroom teaching, students commit research or surf online materials by the way of network communication such as internet chat rooms and online discussion boards. In a nutshell, there are a considerable number of distinguished researchers have been thoroughly study that.In previous studies point out that teacher can gather the learning results of student through online evaluation system. Allows teachers to set and control the learning progress of student and to adjust teaching method, even to establish a testing standard for student. On the other hand, student can reset their learning objectives based on online evaluation system, and review the courses they are not proficient with it. The experiment result showed that student who using the online evaluation system can score highly than those who are not using the evaluation system. And the high participant rate is definitely related to the learning achievement, both are positive correlation. However, how to promoted student participant rate and frequency of rate are dilemma in modern research.For solving above barriers, this report took the online mock test of SCTOP (Steering Committee for the Test Of Proficiency-Huayu) as major content to divided into pre-test, practice test and integrated test. Also designing two different modes of online evaluation: one is real-time evaluation online community games and the other is traditional real-time evaluation on teaching platform. The subjects were the universities students from six countries and separated into experiment group and control group. Experiment group evaluated by real-time online community game and control group is by contrast. After the three months experiment, the learning efficiency of experiment group is obvious higher than control group about 24 percent, also it showing on the participant rate and on-line time. For those reason, the using of online community game is efficiency than other online learning.This study is based on related research of online evaluation system, and commit on different modes. Hoping the suggestions would be offered by experts who are study in this field. |