博碩士論文 109524014 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:93 、訪客IP:18.117.11.176
姓名 彭立欣(Li-Hsin Peng)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 探討數位遊戲式學習情境中不同表現目標導向對於大學生日語擬聲擬態詞的學習成效、遊戲成效、自我效能、學習觀感及行為模式之影響
(Effects of Different Performance Goal Orientations in a Digital Game-based Learning Context: Investigating University Students′ Learning Performance, In-Game Performance, Self-efficacy, Learning Perceptions, and Behavior Patterns of Japanese Onomatopoeic)
相關論文
★ Using Digital Board Game to Enhance Student Engagementin Learning★ 從人因與互動行為模式的觀點探討數位遊戲式學習輔助能源知識
★ 探討認知風格於數位遊戲式英語學習環境對遊戲行為與學習成效之影響★ 由空間能力探討遊戲式英語學習如何影響學習者之遊戲行為和遊戲表現
★ 探討先備知識及學習風格在角色扮演遊戲中對英語字彙習得成效與行為模式之影響★ 從全面性的角度探討先備知識對同儕互評中受評與 評分之影響
★ 從認知風格的角度探討同儕互評分組對遊戲製作與評量之影響★ 探討創作媒介、個別差異、範例式教學及創作模式對九年級學生音樂創作的學習動機及成效之影響
★ 探討個別差異與回饋形式在數位遊戲式學習系統中對學習動機、學習成效與遊戲表現之影響:以九年級國文學習為例★ 探討趨向表現目標與逃避表現目標對於 學習成效與表現目標採取之影響 -以數位遊戲式英語字彙為例
★ 探討英語焦慮與先備知識對英語發音學習成效、獎章成效、遊戲成效、學習動機及遊戲心流之影響──以大型多人線上角色扮演遊戲為例★ 探討認知風格及遊戲心流對英語字彙學習成效、遊戲成效與自我效能之影響—以多人線上角色扮演遊戲為例
★ 從認知風格的角度探討同儕互評對遊戲式學習系統製作與評量之影響★ 電腦輔助教師回饋於外語寫作情境之研究:成果與觀感
★ 探討英語閱讀遊戲對印尼高中英語學習者的影響★ 製作者與評量者之認知風格匹配與不匹配對遊戲人機介面與教學影片製作與評量的影響
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   至系統瀏覽論文 ( 永不開放)
摘要(中) 全球化的國際趨勢使然,再加上近年來台灣人對於日本文化的喜愛,更是讓日語學習的人數有逐漸成長的趨勢,但在日語中的擬聲語、擬態語常藉由聽覺與視覺來描述含義,因而增加學習上的難度。過去研究提及學習者的表現目標可能會促成不同的學習結果,這是因為不同表現目標導向學習者會有不同的取向,例如趨向表現目標導向學習者會將展現優於同儕的能力視為目標,反之逃避表現目標導向學習者則會怕被同儕視為能力不佳而避免犯錯。
過去研究多為探討傳統課堂環境下對於不同表現目標導向學習者之影響,然而尚未發現將不同表現目標導向學習者的特徵應用於數位遊戲式學習上並結合日語擬聲擬態詞學習的研究,因此本研究依據不同表現目標導向特性設計學習環境,並開發一款結合日語擬聲擬態詞的遊戲式學習系統。本研究旨在探討數位遊戲式學習情境中趨向及逃避表現目標導向學習者對於其日語擬聲擬態詞學習成效、遊戲成效、自我效能、學習觀感及行為模式之差異,以及各變項之間的相關性。
本研究採混合研究方法,依據研究對象在成就目標導向量表之量測結果,將49位(男性19位;女性30位)學習者分為趨向表現目標26人與逃避表現目標23人兩組學習者,研究工具包含日語擬聲擬態詞學習測驗卷、自我效能量表、學習觀感量表、系統記錄檔、學習者的訪談回應,並以行為編碼的方式來分析學習者的行為,實驗時間總長為125分鐘。
本研究主要發現以下七點研究結果:(1)不同表現目標導向之學習者其日語擬聲擬態詞學習成效皆顯著進步,然而在前測的拼字題及整體上為趨向表現目標學習者顯著優於逃避表現目標學習者;(2)在數位遊戲式學習環境中,除了在同儕對戰區的平均對戰總排名逃避表現目標導向學習者較前於趨向表現目標導向學習者之外,趨向表現目標導向學習者在其餘各區域的遊戲成效皆顯著優於逃避表現目標導向學習者;(3)兩組不同表現目標導向學習者在自我效能上皆有提升,然而在前後測的自我效能為趨向表現目標導向學習者顯著優於逃避表現目標導向學習者,反之在進步分數的自我效能則為逃避表現目標導向學習者顯著優於趨向表現目標導向學習者;(4)在學習觀感,兩組不同表現目標導向學習者無呈現顯著差異;(5)趨向表現目標導向學習者的行為轉移次數多於逃避表現目標導向學習者;(6)趨向表現目標導向學習者的日語擬聲擬態詞學習成效及自我效能與遊戲成效之間呈現較多的相關性,逃避表現目標導向學習者為學習觀感與遊戲成效之間呈現較多的相關性,在相關性總數上為逃避表現目標導向多於趨向表現目標導向學習者;(7)透過訪談發現不同表現目標導向學習者在學習成效、自我效能及學習觀感方面出現相似的看法,然而在遊戲成效方面出現與以往研究不同的是,逃避表現目標學習者受到遊戲激勵,並願意付諸行動勇於嘗試。
綜合以上結果顯示,本研究之數位遊戲式日語擬聲擬態詞學習系統除了能提升趨向以及逃避表現目標導向的學習者日語擬聲擬態詞的能力之外,也能提高兩組的自我效能,此外亦能從中瞭解不同表現目標導向學習者在遊戲中的成效、行為及其想法,因此能提供研究者未來的研究方向。此外,對於教學者以及設計者在未來策畫數位遊戲式學習環境時,可以規劃出較為適當的方式輔助學習者學習日語擬聲擬態詞。
摘要(英) Learners studying Japanese are increasing because of international trend of globalization and enthusiasm for Japanese culture. Japanese onomatopoeic can be auditory and visual to describe its meaning, which may make it tougher for learners to study. Previous studies reported that learners’ performance goals may cause different learning outcomes owing to dissimilar performance goals. For instance, performance-approach orientation learners focus regard showing superior ability to their peers as a goal, while performance-avoidance orientation learners avoid making mistakes for fear of showing poor capability in front of their peers.
Previous studies have been widely discussed on learners with different performance goal orientations in conventional classroom instruction yet little research has shown different performance goals features in combination of digital game-based learning and Japanese onomatopoeia. Hence, this study developed a digital game-based learning system of Japanese onomatopoeia base on different performance goal orientations. This study aims to investigate learning performance, in-game performance, self-efficacy, learning perceptions, behavior patterns of Japanese onomatopoeia in digital game-based learning context impact on performance-approach and performance-avoidance orientation learners, and the correlations between these variables.
This study used mixed-method research, and divided 49 participants (19 men and 30 women) into two groups: 26 performance-approach orientation learners and 23 performance-avoidance orientation learners according to the measurement results of the subjects in the Achievement Goal Items scale. The research instruments included Japanese onomatopoeia test, self-efficacy scale, learning perception scale, system log data, learners’ interview responses and analysed learners′ behavior through the learning process coding scheme. The duration of the experiment was 125 minutes.
The main following findings of the study were: (1) Learners in different performance goal orientations improved significantly in Japanese onomatopoeia learning performance. However, the performance-approach orientation learners were significantly better than performance-avoidance orientation learners in the pre-test of spelling and overall scores; (2) In digital game-based learning context, performance-avoidance orientation learners’ rank were higher than performance-approach orientation learners in the peer competition-based area. In contrast, the performance-approach orientation learners were significantly better than the performance-avoidance orientation learners in other game areas; (3) Learners in different performance goal orientations enhanced their self-efficacy. However, in the pretest and posttest of self-efficacy, the performance-approach orientation learners were significantly better than the performance-avoidance orientation learners. Conversely, in the improvement of self-efficacy scores, the performance-avoidance orientation learners were significantly better than the performance-approach orientation learners; (4) There was no significant difference in learning perception among two groups of different performance goal orientations; (5) The total number of behaviors shifts of performance-approach orientation learners were more than those of performance-avoidance orientation learners; (6) Both the total number of correlations of performance-avoidance orientations was more than performance-approach orientations. The former showed more correlations between learning perception and in-game performance, while the latter showed more correlations between Japanese onomatopoeia learning performance and self-efficacy also in-game performance; (7) It was found that different performance goal orientation learners had similar views on learning performance, self-efficacy and learning perception based on the interviews. Nevertheless, other opinions which was different from the previous research appeared in the in-game performance is that performance-avoidance orientation learners were motivated by games, and dare to try.
In conclusion, the digital game-based Japanese onomatopoeic learning system of this study could improve not only Japanese onomatopoeic ability but also the self-efficacy of performance-approach and performance-avoidance orientation learners. In addition, this study provided insights of the in-game performances, behaviors and the thoughts of learners with different performance goal orientations; moreover, it could provide researchers with future research directions, which will also be beneficial for educators and designers to plan appropriately and assist learners in learning Japanese onomatopoeia when designing digital game-based learning environments in the future.
關鍵字(中) ★ 趨向表現目標
★ 逃避表現目標
★ 數位遊戲式學習
★ 日語擬聲擬態詞
★ 學習成效
★ 遊戲成效
★ 自我效能
★ 學習觀感
★ 行為模式
關鍵字(英) ★ performance-approach
★ performance-avoidance
★ digital game-based learning
★ Japanese Onomatopoeia
★ learning performance
★ in-game performance
★ self-efficacy
★ learning perception
★ behavioral patterns
論文目次 摘要 i
ABSTRACT iii
致謝 vi
目錄 vii
圖目錄 x
表目錄 xii
第一章 緒論 1
1.1 研究背景與動機 1
1.2 研究目的 4
1.3 研究問題 4
1.4 名詞解釋 5
第二章 文獻探討 8
2.1 數位遊戲式學習 8
2.1.1 數位遊戲式學習的優勢 8
2.1.2 數位遊戲式語言學習 10
2.2 日語擬聲擬態詞 12
2.3 成就目標導向 15
2.4 自我效能 18
2.5 行為模式 20
2.6 文獻探討小結 22
第三章 數位遊戲式日語學習系統設計與開發 23
3.1 勇闖聲態島設計理念 23
3.1.1 勇闖聲態島架構設計理念 23
3.1.2 具表現目標導向之遊戲機制設計理念 26
3.2 勇闖聲態島系統架構 28
3.2.1 開發工具 30
3.2.2 學習內容 31
3.2.3 學習區 34
3.2.4 是非練習區 35
3.2.5 配對練習區 37
3.2.6 拼字練習區 40
3.2.7 同儕對戰區 42
3.2.8 獎勵 45
3.2.9 懲罰 49
3.2.10 輔助工具 50
3.3 勇闖聲態島系統操作流程 54
第四章 研究方法 57
4.1 研究設計 57
4.2 研究對象 59
4.3 研究工具 59
4.3.1 成就目標導向量表 59
4.3.2 日語擬聲擬態詞學習測驗 60
4.3.3 自我效能量表 61
4.3.4 學習觀感量表 61
4.3.5 訪談 62
4.3.6 系統記錄檔 64
4.4 實驗流程 66
4.5 行為編碼 67
4.6 資料處理與分析 69
4.6.1 信度分析(Reliability Analysis) 70
4.6.2 無母數檢定(Non-parametric test) 70
4.6.3 滯後序列分析(Lag Sequential Analysis) 71
4.6.4 訪談 71
第五章 研究結果與討論 72
5.1 不同表現目標導向的學習者其日語擬聲擬態詞學習成效、遊戲成效、自我效能、學習觀感及行為模式之影響 72
5.1.1 不同表現目標導向的學習者其學習成效之影響 72
5.1.2 不同表現目標導向的學習者其遊戲成效之影響 76
5.1.3 不同表現目標導向的學習者其日語擬聲擬態詞自我效能之影響 93
5.1.4 不同表現目標導向的學習者其學習觀感之影響 95
5.1.5 不同表現目標導向的學習者其行為模式之影響 97
5.2 不同表現目標導向的學習者其日語擬聲擬態詞學習成效、遊戲成效、自我效能及學習觀感之間的相關性 116
5.3 不同表現目標導向的學習者對於學習成效、遊戲成效、自我效能及學習觀感之看法 121
5.4 綜合討論 133
5.4.1 不同表現目標導向學習者對於學習成效之影響 133
5.4.2 不同表現目標導向學習者對於遊戲成效之影響 134
5.4.3 不同表現目標導向學習者對於自我效能之影響 138
5.4.4 不同表現目標導向學習者對於學習觀感之差異 139
5.4.5 不同表現目標導向學習者對於行為模式之差異 140
5.4.6 不同表現目標導向的學習者之日語擬聲擬態詞學習成效、遊戲成效、自我效能與學習觀感之間的相關性 143
5.4.7 不同表現目標導向的學習者對於學習成效、遊戲成效、自我效能及學習觀感之看法 146
第六章 結論與建議 148
6.1 研究結論 148
6.1.1 不同表現目標導向學習者在數位遊戲式學習環境中,對日語擬聲擬態詞學習成效、遊戲成效、自我效能、學習觀感及行為模式之影響 148
6.1.2 不同表現目標導向學習者在數位遊戲式日語擬聲擬態詞學習環境中,學習成效、遊戲成效、自我效能、學習觀感之間的相關性 150
6.1.3 不同表現目標導向學習者在數位遊戲式日語擬聲擬態詞學習環境中,對於學習成效、遊戲成效、自我效能、學習觀感之看法 150
6.2 研究貢獻 151
6.3 未來展望與侷限 153
6.3.1 研究範圍及限制 153
6.3.2 研究設計改善建議 153
6.3.3 系統設計改善建議 155
參考文獻 156
附錄一 研究參與者知情同意書 176
附錄二 成就目標導向量表 177
附錄三 日語擬聲擬態詞學習測驗前測 179
附錄四 日語擬聲擬態詞學習測驗後測 183
附錄五 自我效能量表前測 187
附錄六 自我效能量表後測 188
附錄七 學習觀感量表 189
參考文獻 一. 中文部分
李律萱(2020)。探討趨向表現目標與逃避表現目標對於學習成效與表現目標採取之影響 -以數位遊戲式翻譯技巧為例(未出版之碩士論文)。國立中央大學網路學習科技研究所碩士論文。
陳美珊(2019)。探討趨向表現目標與逃避表現目標對於學習成效與表現目標採取之影響 -以數位遊戲式英語字彙為例(未出版之碩士論文)。國立中央大學網路學習科技研究所碩士論文。
廖怡晴(2021)。探討數位遊戲式學習環境中不同表現目標導向對於大學生日語自他動詞的學習成效、遊戲成效、自我效能、害怕失敗、學習觀感及行為模式之影響(未出版之碩士論文)。國立中央大學網路學習科技研究所碩士論文。
二. 日文部分
有島武郎(1922)·一房の葡萄·叢文閣。
阿刀田稔子·星野和子(1989)「日本語教材としての音象徴語」『日本語教育』68,30-44,日本語教育学会
角岡賢一. (2007). 日本語オノマトペ語彙における形態的・音韻的体系性について. くろしお出版.
金田一春彦(1978) ·《擬音語・擬態語概説》·角川書店。
宮沢賢治(1986) ·宮沢賢治全集〈5〉·筑摩書房。
宮沢賢治(1986) ·宮沢賢治全集〈6〉·筑摩書房。
宮沢賢治(1994) ·土神と狐 (日本の童話名作選) ·偕成社。
熊野七絵. (2010). 日本語学習者とアニメ・マンガ: 聞き取り調査結果から見える現状とニーズ. 広島大学留学生センター紀要, 20, 89-103.
夢野久作(1992) ·夢野久作全集〈1〉·筑摩書房。
魏達因. (2020). 中国人日本語学習者におけるオノマトペの使用傾向とその誤用いついて オノマトペの型を着眼点に. 日本言語文化研究, 2, 83.
三. 英文部分
Abramovich, S., Schunn, C., & Higashi, R. M. (2013). Are badges useful in education?: It depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 61(2), 217-232. https://doi.org/10.1007/s11423-013-9289-2
Acquah, E. O., & Katz, H. T. (2020). Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review. Computers & Education, 143. https://doi.org/10.1016/j.compedu.2019.103667
Adnyani, K. E. K., Adnyana, I. W., Murniasih, N. N., & Suwastini, N. K. A. (2022). Implementing Kahoot! for Japanese Language Learning in Indonesian High School. Journal of Education Technology, 6(2).
Akour, M., Alsghaier, H., & Aldiabat, S. (2020). Game-based learning approach to improve self-learning motivated students. International Journal of Technology Enhanced Learning, 12(2). https://doi.org/10.1504/ijtel.2020.106283
Alhadabi, A., & Karpinski, A. C. (2019). Grit, self-efficacy, achievement orientation goals, and academic performance in University students. International Journal of Adolescence and Youth, 25(1), 519-535. https://doi.org/10.1080/02673843.2019.1679202
All, A., Castellar, E. N. P., & Van Looy, J. (2021). Digital Game-Based Learning effectiveness assessment: Reflections on study design. Computers & Education, 167, 104160.
Alt, D. (2021). Who benefits from digital badges? Motivational precursors of digital badge usages in higher education. Current Psychology. https://doi.org/10.1007/s12144-021-02002-0
Ames, C. (1992). Classrooms: Goals, structures, and student motivation. Journal of educational psychology, 84(3), 261.
Ames, C., & Ames, R. (1984). Goal structures and motivation. The Elementary School Journal, 85(1), 39-52.
An, M., Zhang, X., Wang, Y., Zhao, J., & Kong, L. (2021). Reciprocal relations between achievement goals and academic performance in a collectivist higher education context: a longitudinal study. European Journal of Psychology of Education. https://doi.org/10.1007/s10212-021-00572-y
Bado, N. (2019). Game-based learning pedagogy: a review of the literature. Interactive Learning Environments, 1-13. https://doi.org/10.1080/10494820.2019.1683587
Bakeman, R., & Quera, V. (2011). Sequential analysis and observational methods for the behavioral sciences. Cambridge University Press.
Bandura. (1977). Self-efficacy: Toward a Unifying Theory of Behavioral Change. Psychological review, 84(2), 191.
Bardach, L., Yanagida, T., Klassen, R. M., & Lüftenegger, M. (2020). Normative and appearance performance-approach goal structures: Two-level factor structure and external linkages. The Journal of Experimental Education, 90(1), 130-145. https://doi.org/10.1080/00220973.2020.1729081
Bartashova, O. A., & Sichinskiy, A. E. (2014). Japanese–English onomatopoeic and mimetic parallels: The problem of translatability.
Bell, B. S., & Kozlowski, S. W. . (2008). Active learning: Effects of core training design elements on self-regulatory processes, learning, and adaptability. Journal of Applied psychology, 93(2), 296.
Bertram, L. (2020). Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced Technology. Front Psychol, 11, 2127. https://doi.org/10.3389/fpsyg.2020.02127
Blume, C. (2019). Games people (don’t) play: An analysis of pre-service EFL teachers’ behaviors and beliefs regarding digital game-based language learning. Computer Assisted Language Learning, 33(1-2), 109-132. https://doi.org/10.1080/09588221.2018.1552599
Bond, M. (2020). Facilitating student engagement through the flipped learning approach in K-12: A systematic review. Computers & Education, 151. https://doi.org/10.1016/j.compedu.2020.103819
Borit, M., & Stangvaltaite-Mouhat, L. (2020). GoDental! Enhancing flipped classroom experience with game-based learning. Eur J Dent Educ, 24(4), 763-772. https://doi.org/10.1111/eje.12566
Cagiltay, N. E., Ozcelik, E., & Ozcelik, N. S. (2015). The effect of competition on learning in games. Computers & Education, 87, 35-41. https://doi.org/10.1016/j.compedu.2015.04.001
Chao, C. N. G., McInerney, D. M., & Bai, B. (2018). Self-efficacy and Self-concept as Predictors of Language Learning Achievements in an Asian Bilingual Context. The Asia-Pacific Education Researcher, 28(2), 139-147. https://doi.org/10.1007/s40299-018-0420-3
Chen, C.-H., Hwang, G.-J., & Tsai, C.-H. (2014). A Progressive Prompting Approach to Conducting Context-Aware Learning Activities for Natural Science Courses. Interacting with Computers, 26(4), 348-359. https://doi.org/10.1093/iwc/iwu004
Chen, C.-H., Liu, J.-H., & Shou, W.-C. (2018). How Competition in a Game-based Science Learning Environment Influences Students′ Learning Achievement, Flow Experience, and Learning Behavioral Patterns. Journal of Educational Technology & Society, 21(2), 164-176. http://www.jstor.org/stable/26388392
Chen, C.-M., & Chung, C.-J. (2008). Personalized mobile English vocabulary learning system based on item response theory and learning memory cycle. Computers & Education, 51(2), 624-645. https://doi.org/10.1016/j.compedu.2007.06.011
Chen, C.-M., Liu, H., & Huang, H.-B. (2019). Effects of a mobile game-based English vocabulary learning app on learners’ perceptions and learning performance: A case study of Taiwanese EFL learners. ReCALL, 31(2), 170-188.
Chen, H.-J. H., & Hsu, H.-L. (2019). The impact of a serious game on vocabulary and content learning. Computer Assisted Language Learning, 33(7), 811-832. https://doi.org/10.1080/09588221.2019.1593197
Chen, H.-R., & Lin, Y.-S. (2015). An examination of digital game-based situated learning applied to Chinese language poetry education. Technology, Pedagogy and Education, 25(2), 171-186. https://doi.org/10.1080/1475939x.2015.1007077
Chen, I. H., Gamble, J. H., Lee, Z.-H., & Fu, Q.-L. (2020). Formative assessment with interactive whiteboards: A one-year longitudinal study of primary students’ mathematical performance. Computers & Education, 150. https://doi.org/10.1016/j.compedu.2020.103833
Chen, S. Y., & Chang, Y.-M. (2020). The impacts of real competition and virtual competition in digital game-based learning. Computers in Human Behavior, 104. https://doi.org/10.1016/j.chb.2019.106171
Chen, S. Y., & Tseng, Y.-F. (2019). The impacts of scaffolding e-assessment English learning: A cognitive style perspective. Computer Assisted Language Learning, 34(8), 1105-1127. https://doi.org/10.1080/09588221.2019.1661853
Chen, X., Zou, D., Xie, H. R., & Su, F. (2021). Twenty-five years of computer-assisted language learning: A topic modeling analysis. Language Learning & Technology, 25(3), 151-185.
Chen, Y.-L., & Hsu, C.-C. (2020). Self-regulated mobile game-based English learning in a virtual reality environment. Computers & Education, 154, 103910.
Chen, Z. H., & Lee, S. Y. (2018). Application-driven educational game to assist young children in learning English vocabulary. Educational Technology and Society, 21, 70-81.
Choi, B. (2020). I’m Afraid of not succeeding in learning: Introducing an instrument to measure higher education students’ fear of failure in learning. Studies in Higher Education, 46(11), 2107-2121. https://doi.org/10.1080/03075079.2020.1712691
Chu, H.-C., Wang, C.-C., & Wang, L. (2019). Impacts of Concept Map-Based Collaborative Mobile Gaming on English Grammar Learning Performance and Behaviors. Journal of Educational Technology & Society, 22(2), 86-100. https://www.jstor.org/stable/26819619
Chung, Y., Bong, M., & Kim, S.-i. (2020). Performing under challenge: The differing effects of ability and normative performance goals. Journal of educational psychology, 112(4), 823-840. https://doi.org/10.1037/edu0000393
Coleman, T., & Money, A. (2020). Student-centred digital game–based learning: A conceptual framework and survey of the state of the art. Higher Education, 79. https://doi.org/10.1007/s10734-019-00417-0
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. https://doi.org/10.1016/j.compedu.2012.03.004
Cosme, L., Turchen, L. M., & Guedes, R. N. C. (2020). Insect World: Game-Based Learning as a Strategy for Teaching Entomology. The American Biology Teacher, 82(4), 210-215. https://doi.org/10.1525/abt.2020.82.4.210
Cui, D., Whittinghill, D., Fukada, A., Mousas, C., & Adamo, N. (2021). Effects of Virtual Instructor’s Facial Expressions in a 3D Game on Japanese Language Learning. https://doi.org/10.1109/VRW52623.2021.00087
Datu, J. A. D., & Park, N. (2019). Perceived school kindness and academic engagement: The mediational roles of achievement goal orientations. School Psychology International, 40(5), 456-473.
Deng, L., Wu, S., Chen, Y., & Peng, Z. (2020). Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study. Journal of Computer Assisted Learning, 36(5), 709-717. https://doi.org/10.1111/jcal.12438
Diaconu-Gherasim, L. R., Tepordei, A.-M., Mairean, C., & Rusu, A. (2019). Intelligence beliefs, goal orientations and children’s academic achievement: Does the children’s gender matter? Educational Studies, 45(1), 95-112.
Dingemanse, M. (2018). Redrawing the margins of language: Lessons from research on ideophones. Glossa: a journal of general linguistics, 3(1). https://doi.org/10.5334/gjgl.444
Diseth, Å. (2011). Self-efficacy, goal orientations and learning strategies as mediators between preceding and subsequent academic achievement. Learning and Individual Differences, 21(2), 191-195. https://doi.org/10.1016/j.lindif.2011.01.003
Du, K., Wang, Y., Ma, X., Luo, Z., Wang, L., & Shi, B. (2020). Achievement goals and creativity: The mediating role of creative self-efficacy. Educational Psychology, 40(10), 1249-1269. https://doi.org/10.1080/01443410.2020.1806210
Dweck, C. S., & Leggett, E. L. (1988). A social-cognitive approach to motivation and personality. Psychological review, 95(2), 256.
Elliot, A., & McGregor, H. (2001). A 2 × 2 achievement goal framework. Journal of Personality and Social Psychology - PSP, 80, 501-519. https://doi.org/10.1037//0022-3514.80.3.501
Elliot, A. J. (1999). Approach and avoidance motivation and achievement goals. Educational Psychologist, 34(3), 169-189. https://doi.org/10.1207/s15326985ep3403_3
Elliot, A. J., & Church, M. A. (1997). A hierarchical model of approach and avoidance achievement motivation. Journal of Personality and Social Psychology, 72(1), 218-232. https://doi.org/10.1037/0022-3514.72.1.218
Elliot, A. J., & Moller, A. C. (2003). Performance-approach goals: Good or bad forms of regulation? International Journal of Educational Research, 39(4-5), 339-356. https://doi.org/10.1016/j.ijer.2004.06.003
Elliot, A. J., & Murayama, K. (2008). On the measurement of achievement goals: Critique, illustration, and application. Journal of educational psychology, 100(3), 613-628. https://doi.org/10.1037/0022-0663.100.3.613
Erümit, S. F., & Yılmaz, T. K. (2021). The happy association of game and gamification: The use and evaluation of game elements with game-based activities. Technology, Pedagogy and Education, 31(1), 103-121. https://doi.org/10.1080/1475939x.2021.2006077
Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, 67, 156-167. https://doi.org/10.1016/j.compedu.2013.02.019
Erhel, S., & Jamet, E. (2015). The effects of goal-oriented instructions in digital game-based learning. Interactive Learning Environments, 24(8), 1744-1757. https://doi.org/10.1080/10494820.2015.1041409
Ersöz Çakir, O., & Işmen Gazioğlu, A. E. (2021). The role of psychological and academic variables in predicting transition from primary to secondary education exam achievement in Turkey. Psychology in the Schools, 58(9), 1858-1876. https://doi.org/10.1002/pits.22545
Flyxe, M. (2002). Translation of Japanese onomatopoeia into Swedish (with focus on lexicalization). Africa & Asia, 2, 54-73.
Furuhata-Turner, H. (2013). Use of comics manga as a learning tool to teach translation of Japanese. The Journal of Language Learning and Teaching, 3(2), 72-83.
Görgen, R., Huemer, S., Schulte-Körne, G., & Moll, K. (2020). Evaluation of a digital game-based reading training for German children with reading disorder. Computers & Education, 150. https://doi.org/10.1016/j.compedu.2020.103834
Garcia-Marquez, C., & Bauer, K. N. (2021). An examination and extension of the theory of gamified learning: The moderating role of goal orientation. Simulation & Gaming, 52(4), 407-434.
Gertsakis, N., Kroustallaki, D., & Sideridis, G. D. (2020). How do classroom goal structures matter? The impact on grammar achievement, perceived autonomy support, flow, and affect. International Journal of School & Educational Psychology, 9(2), 172-188. https://doi.org/10.1080/21683603.2019.1694111
Govender, T., & Arnedo-Moreno, J. (2021). An Analysis of Game Design Elements Used in Digital Game-Based Language Learning. Sustainability, 13(12). https://doi.org/10.3390/su13126679
Höllig, C. E., Tumasjan, A., & Welpe, I. M. (2020). Individualizing gamified systems: The role of trait competitiveness and leaderboard design. Journal of Business Research, 106, 288-303. https://doi.org/10.1016/j.jbusres.2018.10.046
Hamada, H. (2017). The Onomatopoeia Project as Soft CLIL in Higher Intermediate Japanese Class. Akita International University Global Review, 9, 1-25.
Hamano, S. S. (1986). The sound-symbolic system of Japanese (ideophones, onomatopoeia, expressives, iconicity). University of Florida.
Hangen, E. J., Elliot, A. J., & Jamieson, J. P. (2018). Highlighting the difference between approach and avoidance motivation enhances the predictive validity of performance-avoidance goal reports. Motivation and Emotion, 43(3), 387-399. https://doi.org/10.1007/s11031-018-9744-9
Hao, K.-C. (2021). Creating a DGBL integrating ARCS motivation theory with animation, narrative story, fun, and usability to enhance learning motivation and effectiveness. Interactive Learning Environments, 1-17. https://doi.org/10.1080/10494820.2021.2016862
Hiraishi, N. (2021). Japanese sound-symbolic words in global contexts: from translation to hybridization. F1000Res, 10, 1024. https://doi.org/10.12688/f1000research.55546.2
Holt, J., & Fukuda, T. (2022). “The Power of Onomatopoeia in Manga,” an Essay by Natsume Fusanosuke with Translators′ Introduction. Japanese Language and Literature, 56(1), 157-184.
Horng, J.-S., & Tsai, C.-T. S. (2010). Government websites for promoting East Asian culinary tourism: A cross-national analysis. Tourism management, 31(1), 74-85.
Hou, H.-T. (2015). Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration. Computers in Human Behavior, 48, 424-435. https://doi.org/10.1016/j.chb.2015.02.010
Hou, H.-T., & Keng, S.-H. (2020). A Dual-Scaffolding Framework Integrating Peer-Scaffolding and Cognitive-Scaffolding for an Augmented Reality-Based Educational Board Game: An Analysis of Learners’ Collective Flow State and Collaborative Learning Behavioral Patterns. Journal of Educational Computing Research, 59(3), 547-573. https://doi.org/10.1177/0735633120969409
Hou, H.-T., Wu, C.-S., & Wu, C.-H. (2022). Evaluation of a mobile-based scaffolding board game developed by scaffolding-based game editor: analysis of learners’ performance, anxiety and behavior patterns. Journal of Computers in Education. https://doi.org/10.1007/s40692-022-00231-1
Howard-Jones, P., & Demetriou, S. (2008). Uncertainty and engagement with learning games. Instructional Science, 37, 519-536. https://doi.org/10.1007/s11251-008-9073-6
Hsia, L., & Sung, H.-Y. (2020). Effects of a mobile technology-supported peer assessment approach on students′ learning motivation and perceptions in a college flipped dance class. International Journal of Mobile Learning and Organisation, 14, 99. https://doi.org/10.1504/IJMLO.2020.10024688
Hsiao, H.-S., Tsai, F.-H., & Hsu, I. Y. (2020). Development and Evaluation of a Computer Detective Game for Microbial Food Safety Education. Journal of Educational Computing Research, 58(6), 1144-1160. https://doi.org/10.1177/0735633120924924
Hsieh, Y.-H., Lin, Y.-C., & Hou, H.-T. (2015). Exploring elementary-school students′ engagement patterns in a game-based learning environment. Journal of Educational Technology & Society, 18(2), 336-348.
Hsu, C.-Y., Chiou, G.-L., & Tsai, M.-J. (2019). Visual behavior and self-efficacy of game playing: an eye movement analysis. Interactive Learning Environments, 27(7), 942-952. https://doi.org/10.1080/10494820.2018.1504309
Huang, B.-G., Yang, J. C., & Chen, S. Y. (2020). An investigation of the approaches for integrating learning materials and digital games: A prior ability perspective. Universal Access in the Information Society, 20(1), 57-68. https://doi.org/10.1007/s10209-020-00710-1
Huang, C. (2011). Achievement Goals and Achievement Emotions: A Meta-analysis. Educational Psychology Review, 23, 359-388. https://doi.org/10.1007/s10648-011-9155-x
Huang, C. (2012). Discriminant and Criterion-Related Validity of Achievement Goals in Predicting Academic Achievement: A Meta-Analysis. Journal of educational psychology, 104, 48-73. https://doi.org/10.1037/a0026223
Hung, C.-M., Huang, I., & Hwang, G.-J. (2014). Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics. Journal of Computers in Education, 1(2-3), 151-166. https://doi.org/10.1007/s40692-014-0008-8
Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C. (2018). A scoping review of research on digital game-based language learning. Computers & Education, 126, 89-104. https://doi.org/10.1016/j.compedu.2018.07.001
Hussein, M. H., Ow, S. H., Cheong, L. S., & Thong, M.-K. (2019). A Digital Game-Based Learning Method to Improve Students’ Critical Thinking Skills in Elementary Science. IEEE Access, 7, 96309-96318. https://doi.org/10.1109/access.2019.2929089
Hwa, S. P. (2018). Pedagogical change in mathematics learning: Harnessing the power of digital game-based learning. Journal of Educational Technology & Society, 21(4), 259-276.
Hwang, G.-H., Chen, B., Chen, R.-S., Wu, T.-T., & Lai, Y.-L. (2019). Differences between students’ learning behaviors and performances of adopting a competitive game-based item bank practice approach for learning procedural and declarative knowledge. Interactive Learning Environments, 27(5-6), 740-753. https://doi.org/10.1080/10494820.2019.1610458
Hwang, G.-J., Chu, H.-C., & Yin, C. (2017). Objectives, methodologies and research issues of learning analytics. Interactive Learning Environments, 25(2), 143-146. https://doi.org/10.1080/10494820.2017.1287338
Hwang, W.-Y., Shih, T. K., Ma, Z.-H., Shadiev, R., & Chen, S.-Y. (2015). Evaluating listening and speaking skills in a mobile game-based learning environment with situational contexts. Computer Assisted Language Learning, 29(4), 639-657. https://doi.org/10.1080/09588221.2015.1016438
İncekara, H., & Taşdemir, Ş. (2019). The Design Of A Digital Game For Developing Four Operations Skills In Mathematics And Its Effects On Student Success. Gazi Journal of Engineering Sciences, 5(3), 227-236. https://doi.org/10.30855/gmbd.2019.03.03
Inose, H. (2007). Translating Japanese onomatopoeia and mimetic words. Translation research projects, 1, 97-116.
Ishaq, K., Rosdi, F., Zin, N. A. M., & Abid, A. (2022). Serious game design model for language learning in the cultural context. Education and Information Technologies, 1-39.
Küçüktepe, S. E. (2010). A study on preservice English teachers’ self-efficacy perceptions and tendency towards academic dishonesty. Procedia - Social and Behavioral Sciences, 2(2), 4985-4990. https://doi.org/10.1016/j.sbspro.2010.03.807
Kacetl, J., & Klímová, B. (2019). Use of smartphone applications in english language learning—A challenge for foreign language education. Education Sciences, 9(3), 179.
Kao, G. Y.-M., Chiang, C.-H., & Sun, C.-T. (2017). Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity. Computers & Education, 113, 294-312. https://doi.org/10.1016/j.compedu.2017.05.022
Karlen, Y., Suter, F., Hirt, C., & Maag Merki, K. (2019). The role of implicit theories in students′ grit, achievement goals, intrinsic and extrinsic motivation, and achievement in the context of a long-term challenging task. Learning and Individual Differences, 74. https://doi.org/10.1016/j.lindif.2019.101757
Ke, F., & M. Clark, K. (2018). Game-Based Multimodal Representations and Mathematical Problem Solving. International Journal of Science and Mathematics Education, 18(1), 103-122. https://doi.org/10.1007/s10763-018-9938-3
Kim, D.-H., Wang, C., Ahn, H. S., & Bong, M. (2015). English language learners′ self-efficacy profiles and relationship with self-regulated learning strategies. Learning and Individual Differences, 38, 136-142. https://doi.org/10.1016/j.lindif.2015.01.016
Klimova, B., & Kacet, J. (2017). Efficacy of computer games on language learning. Turkish Online Journal of Educational Technology, 16, 19-26.
Kuo, Y.-C., Chu, H.-C., & Tsai, M.-C. (2017). Effects of an integrated physiological signal-based attention-promoting and English listening system on students′ learning performance and behavioral patterns. Computers in Human Behavior, 75, 218-227. https://doi.org/10.1016/j.chb.2017.05.017
Kurniawan, H. C., Sitohang, B., & Rukmono, S. A. (2019). Gamification of mobile-based Japanese language shadowing. 2019 International Conference of Artificial Intelligence and Information Technology (ICAIIT),
Lai, C.-L., Hwang, G.-J., & Tu, Y.-H. (2018). The effects of computer-supported self-regulation in science inquiry on learning outcomes, learning processes, and self-efficacy. Educational Technology Research and Development, 66(4), 863-892. https://doi.org/10.1007/s11423-018-9585-y
Lai, C. X., Ibrahim, N., Azmi, N. H., Saari, E. M., & Razali, F. M. (2021). The Development of an Augmented Reality Game KANJI Write for Beginners. Journal of ICT in Education, 8(2), 79-92.
Lau, S., & Nie, Y. (2008). Interplay between personal goals and classroom goal structures in predicting student outcomes: A multilevel analysis of person-context interactions. Journal of educational psychology, 100(1), 15-29. https://doi.org/10.1037/0022-0663.100.1.15
Lay, A.-N., & Osman, K. (2018). Developing 21st century chemistry learning through designing digital games. Journal of Education in Science Environment and Health, 4(1), 81-92.
Lee, M., Bong, M., & Kim, S.-i. (2021). Effects of achievement goals on self-control. Contemporary Educational Psychology, 67. https://doi.org/10.1016/j.cedpsych.2021.102000
Lee, S.-M. (2019). A systematic review of context-aware technology use in foreign language learning. Computer Assisted Language Learning, 35(3), 294-318. https://doi.org/10.1080/09588221.2019.1688836
Lerang, M. S., Ertesvåg, S. K., & Havik, T. (2019). Perceived classroom interaction, goal orientation and their association with social and academic learning outcomes. Scandinavian Journal of Educational Research, 63(6), 913-934.
Li, C. T., Hou, H. T., Li, M. C., & Kuo, C. C. (2022). Comparison of Mini-Game-Based Flipped Classroom and Video-Based Flipped Classroom: An Analysis of Learning Performance, Flow and Concentration on Discussion. ASIA-PACIFIC EDUCATION RESEARCHER, 31(3), 321-332. https://doi.org/10.1007/s40299-021-00573-x
Li, D.-C., & Tsai, C.-Y. (2020). An Empirical Study on the Learning Outcomes of E-Learning Measures in Taiwanese Small and Medium-Sized Enterprises (SMEs) Based on the Perspective of Goal Orientation Theory. Sustainability, 12(12), 5054.
Li, F.-Y., Hwang, G.-J., Chen, P.-Y., & Lin, Y.-J. (2021). Effects of a concept mapping-based two-tier test strategy on students’ digital game-based learning performances and behavioral patterns. Computers & Education, 173. https://doi.org/10.1016/j.compedu.2021.104293
Li, J., & Yang, X. (2020). Game-based 3D Virtual Environment for Learning Japanese Language and Culture Proceedings of the 2020 4th International Conference on Electronic Information Technology and Computer Engineering,
Li, X. (2021). Learning Japanese Onomatopoeia through a Narrative-Evaluation E-Learning System. Theory and Practice of Second Language Acquisition, 7(2), 155-175. https://doi.org/10.31261/tapsla.8514
Li, Y., & Wang, C. (2010). An empirical study of reading self-efficacy and the use of reading strategies in the Chinese EFL context. Asian EFL Journal, 12(2), 144-162.
Liao, C.-W., Chen, C.-H., & Shih, S.-J. (2019). The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment. Computers & Education, 133, 43-55. https://doi.org/10.1016/j.compedu.2019.01.013
Lin, C.-J., Hwang, G. J., fu, Q., & Chen, J. F. (2018). A flipped contextual game-based learning approach to enhancing EFL students′ English business writing performance and reflective behaviors. Educational Technology and Society, 21, 117-131.
Lin, X., Su, S., & McElwain, A. (2019). Academic stressors as predictors of achievement goal orientations of American and ESL international students. Journal of International Students, 9(4), 1134-1154.
Linnenbrink, E. A., & Pintrich, P. R. (2000). Multiple pathways to learning and achievement: The role of goal orientation in fostering adaptive motivation, affect, and cognition. In Intrinsic and extrinsic motivation: The search for optimal motivation and performance. (pp. 195-227). Academic Press. https://doi.org/10.1016/B978-012619070-0/50030-1
Lu, J., Yu, C.-S., & Liu, C. (2003). Learning style, learning patterns, and learning performance in a WebCT-based MIS course. Information & Management, 40(6), 497-507. https://doi.org/10.1016/s0378-7206(02)00064-2
Lu, Y.-L., & Lien, C.-J. (2020). Are they learning or playing? Students’ perception traits and their learning self-efficacy in a game-based learning environment. Journal of Educational Computing Research, 57(8), 1879-1909.
Lumbantobing, P. A. (2020). The Contribution of Lecturer Pedagogical Competence, Intellectual Intelligence and Self-Efficacy of Student Learning Motivation. Budapest International Research and Critics in Linguistics and Education (BirLE) Journal, 3(1), 564-573. https://doi.org/10.33258/birle.v3i1.852
Müller, A., Son, J.-B., Nozawa, K., & Dashtestani, R. (2018). Learning English idioms with a web-based educational game. Journal of Educational Computing Research, 56(6), 848-865.
Magni, F., Gong, Y., & Chao, M. M. (2021). A longitudinal examination of the reciprocal relationship between goal orientation and performance: The mediating role of self-efficacy. Personality and Individual Differences, 179, 110960.
Martín-Hernández, P., Gil-Lacruz, M., Gil-Lacruz, A. I., Azkue-Beteta, J. L., Lira, E. M., & Cantarero, L. (2021). Fostering University Students’ Engagement in Teamwork and Innovation Behaviors through Game-Based Learning (GBL). Sustainability, 13(24). https://doi.org/10.3390/su132413573
Mavridis, A., & Tsiatsos, T. (2017). Game‐based assessment: Investigating the impact on test anxiety and exam performance. Journal of Computer Assisted Learning, 33(2), 137-150.
McKay, S. L. (2018). English As an International Language: What It Is and What It Means For Pedagogy. RELC Journal, 49(1), 9-23. https://doi.org/10.1177/0033688217738817
Medvediv, A., & Dmytruk, A. (2019). Peculiarities of conveying the structural and semantic specificity of Japanese onomatopoeia in translation of texts of advertising character. RESEARCH TRENDS IN MODERN LINGUISTICS AND LITERATURE, 2, 77-93.
Miñano, P., Gilar, R., & Castejón, J.-L. (2012). A structural model of cognitive-motivational variables as explanatory factors of academic achievement in Spanish language and mathematics. Anales de psicología, 28(1), 45-54.
Morett, L. M. (2019). The Power of an Image: Images, Not Glosses, Enhance Learning of Concrete L2 Words in Beginning Learners. J Psycholinguist Res, 48(3), 643-664. https://doi.org/10.1007/s10936-018-9623-2
Mouratidis, A., Michou, A., Demircioğlu, A. N., & Sayil, M. (2018). Different goals, different pathways to success: Performance-approach goals as direct and mastery-approach goals as indirect predictors of grades in mathematics. Learning and Individual Differences, 61, 127-135. https://doi.org/10.1016/j.lindif.2017.11.017
Murayama, K., & Elliot, A. J. (2012). The competition–performance relation: A meta-analytic review and test of the opposing processes model of competition and performance. Psychological bulletin, 138(6), 1035.
Nebel, S., Schneider, S., Beege, M., & Rey, G. D. (2017). Leaderboards within educational videogames: The impact of difficulty, effort and gameplay. Computers & Education, 113, 28-41. https://doi.org/10.1016/j.compedu.2017.05.011
Nguyen, H. T. D. (2021). Motivation in learning Japanese language and the effect of five components of the 5Ts framework. Ho Chi Minh City Open University Journal of Science-Social Sciences, 11(2), 75-84.
Ni, C. K., Jong, B., Dison, M. A., Thomas, S. A., Yunus, M. M., & Suliman, A. (2020). Enhancing Malaysian Primary Pupils’ Vocabulary Skills using Pocable Game and Pear Deck. International Journal of Learning, Teaching and Educational Research, 19(6), 145-160. https://doi.org/10.26803/ijlter.19.6.9
Nicholls, J. G. (1984). Achievement motivation: conceptions of ability, subjective experience, task choice, and performance. Psychological review, 91(3), 328.
Nida, E. A. (2003). Principles of correspondence. In Toward a science of translating (pp. 156-192). Brill.
Nietfeld, J. L. (2020). Predicting transfer from a game-based learning environment. Computers & Education, 146. https://doi.org/10.1016/j.compedu.2019.103780
Noroozi, O., Dehghanzadeh, H., & Talaee, E. (2020). A systematic review on the impacts of game-based learning on argumentation skills. Entertainment Computing, 35. https://doi.org/10.1016/j.entcom.2020.100369
Nuraini, N. L. S., Cholifah, P. S., Rini, T. A., & Mahartania, S. Q. G. (2021). Review of the Effectiveness of Digital Game-Based Learning in Education. 7th International Conference on Education and Technology (ICET 2021),
Oertig, D., Schuler, J., Brandstatter, V., & Augustine, A. A. (2014). The influence of avoidance temperament and avoidance-based achievement goals on flow. J Pers, 82(3), 171-181. https://doi.org/10.1111/jopy.12043
Pajares, F. (1996). Self-Efficacy Beliefs in Academic Settings. Review of Educational Research, 66(4), 543-578. https://doi.org/10.3102/00346543066004543
Park, J., Kim, S., Kim, A., & Yi, M. Y. (2019). Learning to be better at the game: Performance vs. completion contingent reward for game-based learning. Computers & Education, 139, 1-15. https://doi.org/10.1016/j.compedu.2019.04.016
Peng, S.-L., Cherng, B.-L., Lin, Y.-Y., & Kuo, C.-W. (2018). Four-dimensional classroom goal structure model: Validation and investigation of its effect on students′ adoption of personal achievement goals and approach/avoidance behaviors. Learning and Individual Differences, 61, 228-238. https://doi.org/10.1016/j.lindif.2017.12.004
Peterson, M., White, J., Mirzaei, M. S., & Wang, Q. (2022). A review of research on the application of digital games in foreign language education. Research Anthology on Developments in Gamification and Game-Based Learning, 1948-1971.
Phoewhawm, R. A. (2019). Thai undergraduates’ explanation of their learning and performance behavior: A case in educational management. ABAC ODI Journal Vision. Action. Outcome, 6(1), 148.
Pintrich, P. R. (1991). A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ).
Pintrich, P. R. (2000). Chapter 14 - The Role of Goal Orientation in Self-Regulated Learning. In M. Boekaerts, P. R. Pintrich, & M. Zeidner (Eds.), Handbook of Self-Regulation (pp. 451-502). Academic Press. https://doi.org/https://doi.org/10.1016/B978-012109890-2/50043-3
Pitarch, R. C. (2018). An Approach to Digital Game-based Learning: Video-games Principles and Applications in Foreign Language Learning. Journal of Language Teaching and Research, 9(6). https://doi.org/10.17507/jltr.0906.04
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.
Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. https://doi.org/10.1016/j.chb.2016.05.023
Rahimi, S., Shute, V., Kuba, R., Dai, C.-P., Yang, X., Smith, G., & Alonso Fernández, C. (2021). The use and effects of incentive systems on learning and performance in educational games. Computers & Education, 165. https://doi.org/10.1016/j.compedu.2021.104135
Reynolds, B. L., & Kao, C.-W. (2021). The effects of digital game-based instruction, teacher instruction, and direct focused written corrective feedback on the grammatical accuracy of English articles. Computer Assisted Language Learning, 34(4), 462-482. https://doi.org/10.1080/09588221.2019.1617747
Rogat, T. K., & Linnenbrink-Garcia, L. (2019). Demonstrating competence within one’s group or in relation to other groups: A person-oriented approach to studying achievement goals in small groups. Contemporary Educational Psychology, 59, 101781. https://doi.org/https://doi.org/10.1016/j.cedpsych.2019.101781
Ryan, A. M., Gheen, M. H., & Midgley, C. (1998). Why do some students avoid asking for help? An examination of the interplay among students′ academic efficacy, teachers′ social–emotional role, and the classroom goal structure. Journal of educational psychology, 90(3), 528-535. https://doi.org/10.1037/0022-0663.90.3.528
Sabti, A. A., Rashid, S. M., & Hummadi, A. S. (2019). Interrelationships between Writing Anxiety Dimensions and Writing Goal Orientation among Iraqi EFL Undergraduates. International Journal of Instruction, 12(4), 529-544.
Sahni, J. (2019). Does Blended Learning Enhance Student Engagement? Evidence from Higher Education. Journal of e-Learning and Higher Education, 2019, 1-14. https://doi.org/10.5171/2019.121518
Sanusi, Z. M., Iskandar, T. M., Monroe, G. S., & Saleh, N. M. (2018). Effects of goal orientation, self-efficacy and task complexity on the audit judgement performance of Malaysian auditors. ACCOUNTING AUDITING & ACCOUNTABILITY JOURNAL, 31(1), 75-95. https://doi.org/10.1108/AAAJ-12-2015-2362
Scalise, K., & Gifford, B. (2006). Computer-based assessment in e-learning: A framework for constructing" intermediate constraint" questions and tasks for technology platforms. The Journal of Technology, Learning and Assessment, 4(6).
Schunk, D. H. (2003). Self-Efficacy for Reading and Writing: Influence of Modeling, Goal Setting, and Self-Evaluation. Reading & Writing Quarterly, 19(2), 159-172. https://doi.org/10.1080/10573560308219
Seegers, G., van Putten, C. M., & de Brabander, C. J. (2002). Goal orientation, perceived task outcome and task demands in mathematics tasks: effects on students′ attitude in actual task settings. Br J Educ Psychol, 72(Pt 3), 365-384. https://doi.org/10.1348/000709902320634366
Senko, C. (2019). When do mastery and performance goals facilitate academic achievement? Contemporary Educational Psychology, 59, 101795.
Senko, C., & Dawson, B. (2017). Performance-approach goal effects depend on how they are defined: Meta-analytic evidence from multiple educational outcomes. Journal of educational psychology, 109(4), 574.
Senko, C., Durik, A. M., Patel, L., Lovejoy, C. M., & Valentiner, D. (2013). Performance-approach goal effects on achievement under low versus high challenge conditions. Learning and Instruction, 23, 60-68. https://doi.org/10.1016/j.learninstruc.2012.05.006
Shih, S.-S. (2020). Factors related to Taiwanese adolescents’ academic engagement and achievement goal orientations. The Journal of Educational Research, 114(1), 1-12. https://doi.org/10.1080/00220671.2020.1861584
Sins, P. H. M., Joolingen, W. R. v., Savelsbergh, E. R., & Hout-Wolters, B. H. A. M. v. (2008). Motivation and performance within a collaborative computer-based modeling task: Relations between student“ achievement goal orientation, self-efficacy, cognitive processing, and achievement. Contemporary Educational Psychology, 33, 58-77.
Skaalvik, E. M. (1997). Self-enhancing and self-defeating ego orientation: Relations with task and avoidance orientation, achievement, self-perceptions, and anxiety. Journal of educational psychology, 89(1), 71-81. https://doi.org/10.1037/0022-0663.89.1.71
So, H.-J., & Brush, T. A. (2008). Student perceptions of collaborative learning, social presence and satisfaction in a blended learning environment: Relationships and critical factors. Computers & Education, 51(1), 318-336. https://doi.org/10.1016/j.compedu.2007.05.009
Soo, C., & Lee, J. A. C. (2022). The Psychology of Rewards in Digital Game-Based Learning: A Comprehensive Review. Journal of Cognitive Sciences and Human Development, 8(1), 68-88.
Soyoof, A., Reynolds, B. L., Shadiev, R., & Vazquez-Calvo, B. (2022). A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play. Computer Assisted Language Learning, 1-34. https://doi.org/10.1080/09588221.2021.2021242
Srisawasdi, N., & Panjaburee, P. (2018). Implementation of Game-transformed Inquiry-based Learning to Promote the Understanding of and Motivation to Learn Chemistry. Journal of Science Education and Technology, 28(2), 152-164. https://doi.org/10.1007/s10956-018-9754-0
Stasielowicz, L. (2019). Goal orientation and performance adaptation: A meta-analysis. Journal of Research in Personality, 82. https://doi.org/10.1016/j.jrp.2019.103847
Stevens, T., Olivarez, A., Lan, W. Y., & Tallent-Runnels, M. K. (2004). Role of Mathematics Self-Efficacy and Motivation in Mathematics Performance Across Ethnicity. The Journal of Educational Research, 97(4), 208-222. https://doi.org/10.3200/joer.97.4.208-222
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192-206. https://doi.org/10.1016/j.chb.2018.05.028
Sun, J. C. Y., Kuo, C. Y., Hou, H. T., & Lin, Y. Y. (2017). Exploring Learners′ Sequential Behavioral Patterns, Flow Experience, and Learning Performance in an Anti-Phishing Educational Game. Educational Technology & Society, 20(1), 45-60.
Sun, L., Ruokamo, H., Siklander, P., Li, B., & Devlin, K. (2021). Primary school students′ perceptions of scaffolding in digital game-based learning in mathematics. Learning, Culture and Social Interaction, 28. https://doi.org/10.1016/j.lcsi.2020.100457
Sun, Z., Lin, C.-H., Lv, K., & Song, J. (2021). Knowledge-construction behaviors in a mobile learning environment: a lag-sequential analysis of group differences. Educational Technology Research and Development, 69(2), 533-551. https://doi.org/10.1007/s11423-021-09938-x
Sung, H.-Y., Hwang, G.-J., Wu, P.-H., & Lin, D.-Q. (2018). Facilitating deep-strategy behaviors and positive learning performances in science inquiry activities with a 3D experiential gaming approach. Interactive Learning Environments, 26(8), 1053-1073. https://doi.org/10.1080/10494820.2018.1437049
Syal, S., & Nietfeld, J. L. (2020). The impact of trace data and motivational self-reports in a game-based learning environment. Computers & Education, 157, 103978.
Talan, T., Doğan, Y., & Batdı, V. (2020). Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis. Journal of Research on Technology in Education, 52(4), 474-514. https://doi.org/10.1080/15391523.2020.1743798
Tan, C.-C., Chen, C.-M., & Lee, H.-M. (2020). Effectiveness of a digital pen-based learning system with a reward mechanism to improve learners’ metacognitive strategies in listening. Computer Assisted Language Learning, 33(7), 785-810. https://doi.org/10.1080/09588221.2019.1591459
Tan, T. Y., Jain, M., Obaid, T., & Nesbit, J. C. (2019). What can completion time of quizzes tell us about students’ motivations and learning strategies? Journal of Computing in Higher Education, 32(2), 389-405. https://doi.org/10.1007/s12528-019-09239-6
Tecson, C. A., & Rodrigo, M. M. T. (2018, 4-7 Dec. 2018). Tutoring Environment for Automata and the Users′ Achievement Goal Orientations. 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE),
Tejedor-García, C., Cardeñoso-Payo, V., Machuca, M. J., Escudero-Mancebo, D., Ríos, A., & Kimura, T. (2018). Improving Pronunciation of Spanish as a Foreign Language for L1 Japanese Speakers with Japañol CAPT Tool IberSPEECH 2018,
Thomson, J. M., Foldnes, N., Uppstad, P. H., Njå, M., Solheim, O. J., & Lundetræ, K. (2020). Can children′s instructional gameplay activity be used as a predictive indicator of reading skills? Learning and Instruction, 68. https://doi.org/10.1016/j.learninstruc.2020.101348
Tisza, G., Zhu, S., & Markopoulos, P. (2021). Fun to Enhance Learning, Motivation, Self-efficacy, and Intention to Play in DGBL. International Conference on Entertainment Computing,
Turan, Z., & Meral, E. (2018). Game-Based versus to Non-Game-Based: The Impact of Student Response Systems on Students′ Achievements, Engagements and Test Anxieties. Informatics in Education, 17(1), 105-116.
Udjaja, Y., Suri, P., Gunawan, R., & Hartanto, F. (2022). Game-based Learning Increase Japanese Language Learning through Video Game. International Journal of Advanced Computer Science and Applications, 13. https://doi.org/10.14569/IJACSA.2022.0130268
Udjaja, Y., Tanuwijaya, K., & Wairooy, I. K. (2019). The use of role playing game for Japanese language learning. Procedia Computer Science, 157, 298-305.
Uosaki, N., Ogata, H., Mouri, K., & Lkhagvasuren, E. (2015). Japanese onomatopoeia learning support for international students using SCROLL. Proceedings of the 23rd International Conference on Computers in Education (ICCE 2015), Hangzhou, China,
Urdan, T., & Mestas, M. (2006). The goals behind performance goals. Journal of educational psychology, 98(2), 354-365. https://doi.org/10.1037/0022-0663.98.2.354
Van Dinther, M., Filip Dochy, and Mien Segers. (2011). Factors affecting students’ self-efficacy in higher education. Educational Research Review, 6(2), 95-108. https://doi.org/10.1016/j.edurev.2010.10.003
Vandewaetere, M., Vandercruysse, S., & Clarebout, G. (2012). Learners’ perceptions and illusions of adaptivity in computer-based learning environments. Educational Technology Research and Development, 60(2), 307-324. https://doi.org/10.1007/s11423-011-9225-2
Vandewalle, D., Nerstad, C. G. L., & Dysvik, A. (2019). Goal Orientation: A Review of the Miles Traveled and the Miles to Go. Annual Review of Organizational Psychology and Organizational Behavior, 6(1), 115-144. https://doi.org/10.1146/annurev-orgpsych-041015-062547
Vidergor, H. E. (2021). Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education, 166. https://doi.org/10.1016/j.compedu.2021.104156
Wang, H. Y., Lin, V., Hwang, G. J., & Liu, G. Z. (2018). Context‐aware language‐learning application in the green technology building: Which group can benefit the most? Journal of Computer Assisted Learning, 35(3), 359-377. https://doi.org/10.1111/jcal.12336
Wang, M., & Zheng, X. (2020). Using Game-Based Learning to Support Learning Science: A Study with Middle School Students. The Asia-Pacific Education Researcher, 30(2), 167-176. https://doi.org/10.1007/s40299-020-00523-z
Wang, S.-L., & Hwang, G.-J. (2012). The role of collective efficacy, cognitive quality, and task cohesion in computer-supported collaborative learning (CSCL). Computers & Education, 58(2), 679-687. https://doi.org/10.1016/j.compedu.2011.09.003
Whitton, N. (2010). Learning with digital games: A practical guide to engaging students in higher education. Routledge.
Wirthwein, L., & Steinmayr, R. (2020). Performance-approach goals: The operationalization makes the difference. European Journal of Psychology of Education, 36(4), 1199-1220. https://doi.org/10.1007/s10212-020-00520-2
Wu, C.-H., Tzeng, Y.-L., & Huang, Y.-M. (2020). Measuring performance in leaning process of digital game-based learning and static E-learning. Educational Technology Research and Development, 68(5), 2215-2237. https://doi.org/10.1007/s11423-020-09765-6
Wu, T.-T., & Sung, T.-W. (2021). Analysis of the effects of a game-based review system integrated with the hierarchy of learning on learning outcomes in an elementary social science course. Interactive Learning Environments, 1-21. https://doi.org/10.1080/10494820.2021.1948870
Xu, Z., Chen, Z., Eutsler, L., Geng, Z., & Kogut, A. (2019). A scoping review of digital game-based technology on English language learning. Educational Technology Research and Development, 68(3), 877-904. https://doi.org/10.1007/s11423-019-09702-2
Yamazaki, K. (2018). Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world. ReCALL, 30(2), 214-231. https://doi.org/10.1017/s0958344017000350
Yang, J. C., & Chen, S. Y. (2020). An investigation of game behavior in the context of digital game-based learning: An individual difference perspective. Computers in Human Behavior, 112. https://doi.org/10.1016/j.chb.2020.106432
Yang, J. C., Chung, C. J., & Chen, M. S. (2022). Effects of performance goal orientations on learning performance and in-game performance in digital game-based learning. Journal of Computer Assisted Learning, 38(2), 422-439. https://doi.org/10.1111/jcal.12622
Yang, J. C., Quadir, B., & Chen, N.-S. (2016). Effects of the Badge Mechanism on Self-Efficacy and Learning Performance in a Game-Based English Learning Environment. Journal of Educational Computing Research, 54(3), 371-394. https://doi.org/10.1177/0735633115620433
Yang, K.-H., & Lu, B.-C. (2021). Towards the successful game-based learning: Detection and feedback to misconceptions is the key. Computers & Education, 160. https://doi.org/10.1016/j.compedu.2020.104033
Yang, K. H., Chu, H. C., & Chiang, L. Y. (2018). Effects of a Progressive Prompting-based Educational Game on Second Graders′ Mathematics Learning Performance and Behavioral Patterns. Educational Technology & Society, 21(2), 322-334.
Yang, Q.-F., Chang, S.-C., Hwang, G.-J., & Zou, D. (2020). Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students′ English vocabulary learning performance, anxiety and behaviors. Computers & Education, 148. https://doi.org/10.1016/j.compedu.2020.103808
Yang, X., Rahimi, S., Shute, V., Kuba, R., Smith, G., & Alonso-Fernández, C. (2021). The relationship among prior knowledge, accessing learning supports, learning outcomes, and game performance in educational games. Educational Technology Research and Development, 69(2), 1055-1075. https://doi.org/10.1007/s11423-021-09974-7
Yao, Y., Guo, N. S., Wang, W., & Yu, J. (2021). Measuring Chinese junior high school students′ language mindsets: What can we learn from young EFL learners’ beliefs in their language ability? System, 101. https://doi.org/10.1016/j.system.2021.102577
Yeh, Y. c., & Lin, C. S. (2018). Achievement goals influence mastery experience via two paths in digital creativity games among elementary school students. Journal of Computer Assisted Learning, 34(3), 223-232. https://doi.org/10.1111/jcal.12234
Yin, X. (2021). The interplay of EFL students’ enjoyment, Hope, pride and self-regulation. Frontiers in Psychology, 12.
Yokoyama, M., & Miwa, K. (2021). A Class Practice Study of Intervention Effect of Interactive Assessment on Learning Goal Orientation. Front Psychol, 12, 599480. https://doi.org/10.3389/fpsyg.2021.599480
Yonemoto, K. (2021). Reinforcing international students’ language skills for disaster preparedness: A case study of gamification that utilizes augmented reality technology. Digital Games and Language Learning: Theory, Development and Implementation, 163.
Yu, Y.-T., & Tsuei, M. (2022). The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy. Interactive Learning Environments, 1-20. https://doi.org/10.1080/10494820.2022.2028855
Yukselturk, E., Altiok, S., & Baser, Z. (2018). Using Game-Based Learning with Kinect Technology in Foreign Language Education Course. Educational Technology & Society, 21(3), 159-173.
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30. https://doi.org/10.1016/j.edurev.2020.100326
Zeng, H., Zhou, S.-N., Hong, G.-R., Li, Q.-y., & Xu, S.-Q. (2020). Evaluation of Interactive Game-Based Learning in Physics Domain. Journal of Baltic Science Education, 19(3), 484-498. https://doi.org/10.33225/jbse/20.19.484
Zhang, R., Cheng, G., & Chen, X. (2020). Game-based self-regulated language learning: Theoretical analysis and bibliometrics. PLoS One, 15(12), e0243827. https://doi.org/10.1371/journal.pone.0243827
Zhang, R., & Zou, D. (2022). Self-regulated second language learning: a review of types and benefits of strategies, modes of teacher support, and pedagogical implications. Computer Assisted Language Learning, 1-38.
Zhang, X., Ardasheva, Y., Egbert, J., & Ullrich-French, S. C. (2019). Building Assessments for Self-Efficacy in English Public Speaking in China. The Asia-Pacific Education Researcher, 28(5), 411-420. https://doi.org/10.1007/s40299-019-00441-9
Zimmerman, B. J., & Bandura, A. (1994). Impact of Self-Regulatory Influences on Writing Course Attainment. American Educational Research Journal, 31(4), 845-862. https://doi.org/10.3102/00028312031004845
Zosh, J. N., Hopkins, E. J., Jensen, H., Liu, C., Neale, D., Hirsh-Pasek, K., Solis, S. L., & Whitebread, D. (2017). Learning through play: a review of the evidence. LEGO Fonden Billund, Denmark.
Zou, D., Huang, Y., & Xie, H. (2019). Digital game-based vocabulary learning: Where are we and where are we going? Computer Assisted Language Learning, 34(5-6), 751-777. https://doi.org/10.1080/09588221.2019.1640745
指導教授 楊接期(Jie-Chi Yang) 審核日期 2022-8-18
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明