Exploration and Evaluation of Developmental Model for Serious game

博士 === 國立彰化師範大學 === 科學教育研究所 === 101 === Most students are highly interested and attracted by the digital games, therefore learning through the digital game matches the affordance of computers. Students can easily flow in learning, and their learning motivation is expected to enhance . However, in th...

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Main Authors: Ching-Sheng Yang, 楊景盛
Other Authors: Kuo-Hua Wang
Format: Others
Language:zh-TW
Published: 2013
Online Access:http://ndltd.ncl.edu.tw/handle/92902290760372672630
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spelling ndltd-TW-101NCUE52310052017-04-27T04:23:55Z http://ndltd.ncl.edu.tw/handle/92902290760372672630 Exploration and Evaluation of Developmental Model for Serious game 探索認真遊戲課程發展模式與效益評估 Ching-Sheng Yang 楊景盛 博士 國立彰化師範大學 科學教育研究所 101 Most students are highly interested and attracted by the digital games, therefore learning through the digital game matches the affordance of computers. Students can easily flow in learning, and their learning motivation is expected to enhance . However, in the past, conventional applications of digital games in learning merely embellish dull “edutainment” in entertaining packages. Serious games, composed of three components, namely, reconstructive learning contents, learning strategies, and game elements, transcend this constraint. In this study, the researcher proposed a design pattern for modules of serious games that comprise three progressive game cycles, based on serious game modules that address the endocrine system and the digestive system unit for students in the seventh grade. Exploration and evaluation of design pattern for serious game are the main purpose in this research. Employing a quasi-experimental research design, two experiments of two-week courses were organized in four groups, namely the traditional instruction group, the serious game group, the substitution a &; b group. Two substitution groups respectively replace the second and the third game cycles. The research instruments included achievement tests, high-level cognition assessments, and feeling questionnaires. Researcher also explored the influence of gender and learning background on learning effectiveness. The results showed that serious game group outperformed the other groups in the achievement test, high-level cognition assessment, and feeling questionnaires. Additionally, gender differences had no significant influence over serious game modules. Conclusively, this study highly suggests that learning through serious game benefits the learning of medium and low learning backgrounds students. Kuo-Hua Wang Shu-Hua Lin 王國華 林素華 2013 學位論文 ; thesis 185 zh-TW
collection NDLTD
language zh-TW
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sources NDLTD
description 博士 === 國立彰化師範大學 === 科學教育研究所 === 101 === Most students are highly interested and attracted by the digital games, therefore learning through the digital game matches the affordance of computers. Students can easily flow in learning, and their learning motivation is expected to enhance . However, in the past, conventional applications of digital games in learning merely embellish dull “edutainment” in entertaining packages. Serious games, composed of three components, namely, reconstructive learning contents, learning strategies, and game elements, transcend this constraint. In this study, the researcher proposed a design pattern for modules of serious games that comprise three progressive game cycles, based on serious game modules that address the endocrine system and the digestive system unit for students in the seventh grade. Exploration and evaluation of design pattern for serious game are the main purpose in this research. Employing a quasi-experimental research design, two experiments of two-week courses were organized in four groups, namely the traditional instruction group, the serious game group, the substitution a &; b group. Two substitution groups respectively replace the second and the third game cycles. The research instruments included achievement tests, high-level cognition assessments, and feeling questionnaires. Researcher also explored the influence of gender and learning background on learning effectiveness. The results showed that serious game group outperformed the other groups in the achievement test, high-level cognition assessment, and feeling questionnaires. Additionally, gender differences had no significant influence over serious game modules. Conclusively, this study highly suggests that learning through serious game benefits the learning of medium and low learning backgrounds students.
author2 Kuo-Hua Wang
author_facet Kuo-Hua Wang
Ching-Sheng Yang
楊景盛
author Ching-Sheng Yang
楊景盛
spellingShingle Ching-Sheng Yang
楊景盛
Exploration and Evaluation of Developmental Model for Serious game
author_sort Ching-Sheng Yang
title Exploration and Evaluation of Developmental Model for Serious game
title_short Exploration and Evaluation of Developmental Model for Serious game
title_full Exploration and Evaluation of Developmental Model for Serious game
title_fullStr Exploration and Evaluation of Developmental Model for Serious game
title_full_unstemmed Exploration and Evaluation of Developmental Model for Serious game
title_sort exploration and evaluation of developmental model for serious game
publishDate 2013
url http://ndltd.ncl.edu.tw/handle/92902290760372672630
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