Summary: | 碩士 === 國立中央大學 === 資訊工程研究所 === 93 === Digital games are more and more getting into children’s life. Children and adolescents are often interested in electronic games. Researchers soon questioned whether digital games could be for educational purposes. “Joyce” is a computerized and online competitive board game system for drill-and-practice. It motivates learners more engaged and to remember more knowledge. At the same time, more and more students have their own portable computing devices. 1:1 (one-to-one) digital classroom environment means that each student uses mobile devices to participate learning activities through wireless communications in classroom environment. It can record learning processes as portfolios and facilitate group collaborative learning. Joyce can motivate individual learners, but fewer motivate group learners.
In this study, a group competition board game, named Joyce 2, is presented. It was built in 1:1 digital classroom environment for learners practicing fractions. In Joyce 2, the author pays more attention to facilitating intra-group collaboration and inter-group competition by taking advantages of animal companions and 1:1 digital classroom environment. The game mechanisms and the game models are also presented in this study.
The evaluations are included the first pilot study and the second pilot study. The results of two-stage evaluations showed that the game design, the My-Pet in Joyce 2, and the Our-Pet in Joyce 2 could facilitate learners’ intra-group collaboration and inter-group competition. And they think that Joyce 2 can increase their motivation in learning fractions and enhance their operation skills in fractions. The works is only the pilot study, and it will be taken a large experiment and long-term observations to prove usability and feasibility of Joyce 2. In future, different types of intra-group collaboration and inter-group competition can be designed to motivate learners more.
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