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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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
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spelling ndltd-TW-106WFIT06410192019-05-16T00:15:45Z http://ndltd.ncl.edu.tw/handle/837adc A Study of Application of Contest Digital Educational Game in After-Class Teaching 競賽式數位教育遊戲應用於課後輔助教學之研究 Hsieh, Chia-Miao 謝佳妙 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. Ho, Hann-Jang 何漢彰 2018 學位論文 ; thesis 77 zh-TW
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language zh-TW
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description 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.
author2 Ho, Hann-Jang
author_facet Ho, Hann-Jang
Hsieh, Chia-Miao
謝佳妙
author Hsieh, Chia-Miao
謝佳妙
spellingShingle Hsieh, Chia-Miao
謝佳妙
A Study of Application of Contest Digital Educational Game in After-Class Teaching
author_sort Hsieh, Chia-Miao
title A Study of Application of Contest Digital Educational Game in After-Class Teaching
title_short A Study of Application of Contest Digital Educational Game in After-Class Teaching
title_full A Study of Application of Contest Digital Educational Game in After-Class Teaching
title_fullStr A Study of Application of Contest Digital Educational Game in After-Class Teaching
title_full_unstemmed A Study of Application of Contest Digital Educational Game in After-Class Teaching
title_sort study of application of contest digital educational game in after-class teaching
publishDate 2018
url http://ndltd.ncl.edu.tw/handle/837adc
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