A Study of Application of Contest Digital Educational Game in After-Class Teaching

碩士 === 吳鳳科技大學 === 應用數位媒體研究所 === 106 === This study uses a competitive digital education game, PaGamO, as a platform for after-school assisted learning to study its impact on student learning outcomes and flow experiences. The experiment subjects were seventh grade students selected from a middle sch...

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Bibliographic Details
Main Authors: Hsieh, Chia-Miao, 謝佳妙
Other Authors: Ho, Hann-Jang
Format: Others
Language:zh-TW
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/837adc
Description
Summary:碩士 === 吳鳳科技大學 === 應用數位媒體研究所 === 106 === This study uses a competitive digital education game, PaGamO, as a platform for after-school assisted learning to study its impact on student learning outcomes and flow experiences. The experiment subjects were seventh grade students selected from a middle school in Chiayi City, Taiwan. The experimental group used PaGamO to perform the competition-style game learning. The control group used the traditional test papers. We tracked and used the multivariate covariation (MANCOVA) to analyze the differences in learning outcomes between the two groups, as well as the differences in the performance of flow experiences between the two groups involved in learning activities. The study found that PaGamO not only improves learning outcomes, but also brings better flow experiences to students. At the same time, there was a significant positive correlation between learning effectiveness and the flow of experience.