The Design Process and Analysis of Outcomes of Learning and Playing the Roasted Coffee Board Game

碩士 === 國立彰化師範大學 === 科學教育研究所 === 107 === Many research studies indicate the positive results of game-based learning, such as the evaluation of how these games facilitate cognitive abilities, and problem solving while learning. Teaching with the board games is popular in educational field in the past...

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Bibliographic Details
Main Authors: Chen, Hsiu-Ho, 陳秀荷
Other Authors: Wen, Mei-Chun
Format: Others
Language:zh-TW
Published: 2019
Online Access:http://ndltd.ncl.edu.tw/handle/vf4mt4
Description
Summary:碩士 === 國立彰化師範大學 === 科學教育研究所 === 107 === Many research studies indicate the positive results of game-based learning, such as the evaluation of how these games facilitate cognitive abilities, and problem solving while learning. Teaching with the board games is popular in educational field in the past five years in Taiwan, but studies focused more on the learning effectiveness than the design process of educational board games. Thus, the researcher developed an educational board game using design research methodology, and evaluated the Roasted Coffee design process and analyzed the outcome of learning and playing through the prototype testing recording sheets, the GameFlow questionnaire and the learning assessment test. The researcher expected this study to help the novices of board game designers and to promote the future development of educational board games. This Roasted Coffee board game with the learning objectives of elements and materials is designed based on “the Mechanic is the Message”, “Achievement System”, and “the Experiential Gaming Model”. The Roasted Coffee board game was tested by experts and general players, and went through 5 revisions. There were 17 groups, a total of 59 players with different ages and backgrounds participating the testing of the final version. The results from the data showed that there were at least 60% players achieved the learning goals designed in Roasted Coffee, and the mean scores of flow experience was 3.98, indicating that most players could experience the flow as playing. In addition, the correlations between the flow antecedents and the flow experience were significant. Finally, the indicators of flow antecedents could significantly predict the flow experience. The study shows the Flow Experiential Gaming Model could be the foundation of educational board game design. Besides, the researcher suggests that having a professional testing team is important to the novice designers, which helps to make sure that the flow experiences induce effective learning, so that the educational goal and play goal can be combined perfectly in educational board games.