Effect of Digital Badges on English Learning Performance and Self-Efficacy in a Digital Game-Based English Learning Environment

碩士 === 國立中央大學 === 網路學習科技研究所 === 102 === This research investigated how digital game-based learning enhanced to ones’ self-efficacy in the subject domain of English as a foreign language (EFL) learning. The great value of applying digital games in education has been highlighted; however, a small numb...

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Main Authors: Tung-Yang Huang, 黃東陽
Other Authors: Jie Chi Yang
Format: Others
Language:zh-TW
Published: 2014
Online Access:http://ndltd.ncl.edu.tw/handle/11240493708676640724
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spelling ndltd-TW-102NCU057260172015-10-13T23:55:41Z http://ndltd.ncl.edu.tw/handle/11240493708676640724 Effect of Digital Badges on English Learning Performance and Self-Efficacy in a Digital Game-Based English Learning Environment 探討數位獎章在數位遊戲式英語學習環境下對英語學習成效與自我效能的影響 Tung-Yang Huang 黃東陽 碩士 國立中央大學 網路學習科技研究所 102 This research investigated how digital game-based learning enhanced to ones’ self-efficacy in the subject domain of English as a foreign language (EFL) learning. The great value of applying digital games in education has been highlighted; however, a small number of studies investigated how one’s self-efficacy enhanced in the English learning context. Digital badge which is one of the most important characteristics of digital game, can guide learner's behavior, providing them learning goals and positive feedback. Such features might affect learner’s self-efficacy. This study designed a digital game-based English learning environment including digital badge, leaderboard and a star achievement practice question mechanisms. These features are related with mastery and vicarious experience. A quasi-experimental design was implemented. A total of 50 third grade elementary school students participated in this study. This study investigated if learner received the number of digital badges, the leaderboard check times and star achievement question practice times could improve their English learning outcome and self-efficacy. Interview were conducted to observe the learners’ experiences. The results show that the digital game improved learners' English learning performance and self-efficacy. In addition, received digital badges affects learning performance and self-efficacy where leaderboard check times and star achievement question practice times affects learnings' self-efficacy. This study found that learners have different attitude towards following their peer's ranking. Discussions and conclusions are also presented. Jie Chi Yang 楊接期 2014 學位論文 ; thesis 76 zh-TW
collection NDLTD
language zh-TW
format Others
sources NDLTD
description 碩士 === 國立中央大學 === 網路學習科技研究所 === 102 === This research investigated how digital game-based learning enhanced to ones’ self-efficacy in the subject domain of English as a foreign language (EFL) learning. The great value of applying digital games in education has been highlighted; however, a small number of studies investigated how one’s self-efficacy enhanced in the English learning context. Digital badge which is one of the most important characteristics of digital game, can guide learner's behavior, providing them learning goals and positive feedback. Such features might affect learner’s self-efficacy. This study designed a digital game-based English learning environment including digital badge, leaderboard and a star achievement practice question mechanisms. These features are related with mastery and vicarious experience. A quasi-experimental design was implemented. A total of 50 third grade elementary school students participated in this study. This study investigated if learner received the number of digital badges, the leaderboard check times and star achievement question practice times could improve their English learning outcome and self-efficacy. Interview were conducted to observe the learners’ experiences. The results show that the digital game improved learners' English learning performance and self-efficacy. In addition, received digital badges affects learning performance and self-efficacy where leaderboard check times and star achievement question practice times affects learnings' self-efficacy. This study found that learners have different attitude towards following their peer's ranking. Discussions and conclusions are also presented.
author2 Jie Chi Yang
author_facet Jie Chi Yang
Tung-Yang Huang
黃東陽
author Tung-Yang Huang
黃東陽
spellingShingle Tung-Yang Huang
黃東陽
Effect of Digital Badges on English Learning Performance and Self-Efficacy in a Digital Game-Based English Learning Environment
author_sort Tung-Yang Huang
title Effect of Digital Badges on English Learning Performance and Self-Efficacy in a Digital Game-Based English Learning Environment
title_short Effect of Digital Badges on English Learning Performance and Self-Efficacy in a Digital Game-Based English Learning Environment
title_full Effect of Digital Badges on English Learning Performance and Self-Efficacy in a Digital Game-Based English Learning Environment
title_fullStr Effect of Digital Badges on English Learning Performance and Self-Efficacy in a Digital Game-Based English Learning Environment
title_full_unstemmed Effect of Digital Badges on English Learning Performance and Self-Efficacy in a Digital Game-Based English Learning Environment
title_sort effect of digital badges on english learning performance and self-efficacy in a digital game-based english learning environment
publishDate 2014
url http://ndltd.ncl.edu.tw/handle/11240493708676640724
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