A Case Study of Game-Based Learning Software and Intrinsic Motivation

碩士 === 國立臺灣師範大學 === 資訊教育研究所 === 87 === Malone suggested challenge, fantasy, and curiosity are the three key factors that make computer games fun. In this study, we employed a qualitative research method to investigate the characteristics of game-based learning software that motivates elementary stu...

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Main Authors: Li Wei-Hsu, 李偉旭
Other Authors: Wu Cheng-Chih
Format: Others
Language:zh-TW
Published: 1999
Online Access:http://ndltd.ncl.edu.tw/handle/50182598988186057424
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spelling ndltd-TW-087NTNU03950012015-10-13T11:46:56Z http://ndltd.ncl.edu.tw/handle/50182598988186057424 A Case Study of Game-Based Learning Software and Intrinsic Motivation 電腦遊戲學習軟體與內在動機因素-以英語幼教光碟的學習為例 Li Wei-Hsu 李偉旭 碩士 國立臺灣師範大學 資訊教育研究所 87 Malone suggested challenge, fantasy, and curiosity are the three key factors that make computer games fun. In this study, we employed a qualitative research method to investigate the characteristics of game-based learning software that motivates elementary students to learn. Thirty-seven fourth grade students who used an English learning CD-title in a two-hour learning session were observed. Questionnaires, audio/video taping, and interviewing were conducted after the learning session to collect information regarding the intrinsic motivating factors of the learning software. The analysis results showed that challenge, fantasy, and curiosity exhibited by the software were the factors that made the learning fun. We concluded the thesis with several design guidelines for game-based learning software. Keywords: computer games, Malone''s theory, intrinsic motivation Wu Cheng-Chih 吳正己 1999 學位論文 ; thesis 91 zh-TW
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description 碩士 === 國立臺灣師範大學 === 資訊教育研究所 === 87 === Malone suggested challenge, fantasy, and curiosity are the three key factors that make computer games fun. In this study, we employed a qualitative research method to investigate the characteristics of game-based learning software that motivates elementary students to learn. Thirty-seven fourth grade students who used an English learning CD-title in a two-hour learning session were observed. Questionnaires, audio/video taping, and interviewing were conducted after the learning session to collect information regarding the intrinsic motivating factors of the learning software. The analysis results showed that challenge, fantasy, and curiosity exhibited by the software were the factors that made the learning fun. We concluded the thesis with several design guidelines for game-based learning software. Keywords: computer games, Malone''s theory, intrinsic motivation
author2 Wu Cheng-Chih
author_facet Wu Cheng-Chih
Li Wei-Hsu
李偉旭
author Li Wei-Hsu
李偉旭
spellingShingle Li Wei-Hsu
李偉旭
A Case Study of Game-Based Learning Software and Intrinsic Motivation
author_sort Li Wei-Hsu
title A Case Study of Game-Based Learning Software and Intrinsic Motivation
title_short A Case Study of Game-Based Learning Software and Intrinsic Motivation
title_full A Case Study of Game-Based Learning Software and Intrinsic Motivation
title_fullStr A Case Study of Game-Based Learning Software and Intrinsic Motivation
title_full_unstemmed A Case Study of Game-Based Learning Software and Intrinsic Motivation
title_sort case study of game-based learning software and intrinsic motivation
publishDate 1999
url http://ndltd.ncl.edu.tw/handle/50182598988186057424
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