Applying the Concept of Promotion into Digital Game-Based Learning: the Relationship among Vocational High School Students’ Attitude, Learning Frequencies and Learning Achievement

碩士 === 國立臺北科技大學 === 技術及職業教育研究所 === 99 ===   Promotion is an important concept in marketing which involves attracting consumers with incentives during a specific time to increase sales in products. The present study intends to incorporate the concept of promotion into digital game based learning mate...

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Bibliographic Details
Main Authors: Pi-Hsiung Hsu, 許弼雄
Other Authors: 蔡銘修
Format: Others
Language:zh-TW
Published: 2011
Online Access:http://ndltd.ncl.edu.tw/handle/e7ntpr
Description
Summary:碩士 === 國立臺北科技大學 === 技術及職業教育研究所 === 99 ===   Promotion is an important concept in marketing which involves attracting consumers with incentives during a specific time to increase sales in products. The present study intends to incorporate the concept of promotion into digital game based learning materials for 70 electronic majors in vocational high school. Equipments and items are given away in the digital game as incentives to promote students learning. The experiment lasted two weeks. The purposes of this study are as follows: to understand 1) the relationship between attitude toward applying the concept of promotion into digital game-based learning and learning frequencies, 2) the relationship between attitude toward applying the concept of promotion into digital game-based learning and learning achievement, and 3) the relationship between learning frequencies and learning achievement, and 4) the mediating effects of learning frequencies between attitude toward applying the concept of promotion into digital game-based learning and learning achievement   The findings are as follows: 1) There were positive correlations among the three variables: attitude toward applying the concept of promotion into digital game-based learning, learning frequencies, and learning achievement. 2) The positive relationship between attitude toward applying the concept of promotion into digital game-based learning and learning achievement is mediated by learning frequencies.