Effects of Digital Gamed-based Learning on Elementary School Students’ Learning Performance in Health Education Courses
碩士 === 國立臺灣科技大學 === 數位學習與教育研究所 === 102 === In traditional instructions, students usually learn in a passive manner, and hence their learning motivations could be insufficient. Due to the advancement of computer and digital technology, some researchers have attempted to improve students’ learning mot...
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ndltd-TW-102NTUS53950082016-03-09T04:30:58Z http://ndltd.ncl.edu.tw/handle/61153882149838398390 Effects of Digital Gamed-based Learning on Elementary School Students’ Learning Performance in Health Education Courses 數位式學習遊戲模式對國小學童健康課程學習成效的影響 Yi-fang Yen 顏翊芳 碩士 國立臺灣科技大學 數位學習與教育研究所 102 In traditional instructions, students usually learn in a passive manner, and hence their learning motivations could be insufficient. Due to the advancement of computer and digital technology, some researchers have attempted to improve students’ learning motivation with these technologies. Among various computer applications, digital games is a popular one that has great potential in improving students’ learning motivation via integrating learning content into gaming scenarios. Moreover, several studies have showed that, in traditional instruction, students seldom have opportunities to experience self-direct learning and problem-solving process. Therefore, in this study, a digital game-based learning approach was proposed and an experiment was conducted to investigate the effects of the approach on students’ learning achievement, learning motivation, and problem-solving ability. The participants included 4 fourth-grade classes in an elementary school in Taipei. Two classes were the experimental group and the other two as the control group. The students in the experimental group learned with the game-based learning for a health course, while the control group students learned with the conventional e-book for same learning content. From the experimental results, it was found that the digital game-based learning approach improved the students’ learning motivation and flow experience more than the conventional e-book. However, there is no significant difference between the two groups’ problem-solving ability and learning achievement. Gwo-Jen Hwang 黃國禎 2014 學位論文 ; thesis 92 zh-TW |
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碩士 === 國立臺灣科技大學 === 數位學習與教育研究所 === 102 === In traditional instructions, students usually learn in a passive manner, and hence their learning motivations could be insufficient. Due to the advancement of computer and digital technology, some researchers have attempted to improve students’ learning motivation with these technologies. Among various computer applications, digital games is a popular one that has great potential in improving students’ learning motivation via integrating learning content into gaming scenarios. Moreover, several studies have showed that, in traditional instruction, students seldom have opportunities to experience self-direct learning and problem-solving process. Therefore, in this study, a digital game-based learning approach was proposed and an experiment was conducted to investigate the effects of the approach on students’ learning achievement, learning motivation, and problem-solving ability. The participants included 4 fourth-grade classes in an elementary school in Taipei. Two classes were the experimental group and the other two as the control group. The students in the experimental group learned with the game-based learning for a health course, while the control group students learned with the conventional e-book for same learning content. From the experimental results, it was found that the digital game-based learning approach improved the students’ learning motivation and flow experience more than the conventional e-book. However, there is no significant difference between the two groups’ problem-solving ability and learning achievement.
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author2 |
Gwo-Jen Hwang |
author_facet |
Gwo-Jen Hwang Yi-fang Yen 顏翊芳 |
author |
Yi-fang Yen 顏翊芳 |
spellingShingle |
Yi-fang Yen 顏翊芳 Effects of Digital Gamed-based Learning on Elementary School Students’ Learning Performance in Health Education Courses |
author_sort |
Yi-fang Yen |
title |
Effects of Digital Gamed-based Learning on Elementary School Students’ Learning Performance in Health Education Courses |
title_short |
Effects of Digital Gamed-based Learning on Elementary School Students’ Learning Performance in Health Education Courses |
title_full |
Effects of Digital Gamed-based Learning on Elementary School Students’ Learning Performance in Health Education Courses |
title_fullStr |
Effects of Digital Gamed-based Learning on Elementary School Students’ Learning Performance in Health Education Courses |
title_full_unstemmed |
Effects of Digital Gamed-based Learning on Elementary School Students’ Learning Performance in Health Education Courses |
title_sort |
effects of digital gamed-based learning on elementary school students’ learning performance in health education courses |
publishDate |
2014 |
url |
http://ndltd.ncl.edu.tw/handle/61153882149838398390 |
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