近年來,數位遊戲式學習受到許多研究者的關注。利用遊戲的特性,提供即時性的回饋,並結合獎勵與挑戰機制,營造一個寓教於樂的學習環境,可以有效提升學習動機與學習成效。因此,數位遊戲式學習已被廣泛的應用於不同的學科領域中,已有不少研究將數位遊戲式學習應用於英語學習中,但過去研究大多以單字及閱讀為主,較缺乏針對英語聽力及口說學習的數位遊戲式英語學習環境。在另一方面,學習者之間存在著個別差異性,可能會對學習造成不同程度的影響。由於數位遊戲式學習環境中融合了多元化的遊戲與學習內容,因此不同表現目標導向的學習者對於遊戲及學習的目標可能展現出不同的偏好與不同的互動方式,可能會影響他們在數位遊戲式學習環境中所採取的動機和成就相關的行為。因此,本計畫的主要目的是考量不同表現目標導向(趨向表現目標與逃避表現目標)的特性,建置數位遊戲式英語聽力及口說學習環境,並以實證研究來探討在數位遊戲式英語學習環境中,不同表現目標導向(趨向表現目標與逃避表現目標)的學習者對學習成效、遊戲成效、及學習行為的影響。 ;In recent years, digital game-based learning (DGBL) has attracted the attention of many researchers. Take the advantages of the features of digital games, such as providing immediate feedback, and integrating rewards and challenge mechanisms, DGBL can create an entertaining learning environment that enhances learning motivation and learning effectiveness. Therefore, DGBL has been widely adopted in different disciplines. Many studies have applied DGBL to English learning. However, most of the past studies mainly focused on vocabulary and reading. There were few studies focused on English listening and speaking in DGBL research. On the other hand, there are individual differences among learners, which may affect learning to varying degrees. Due to the combination of diversified game and learning contents in DGBL environments, learners with different performance goal orientation may exhibit different preferences and different ways of interacting with the goals of the game and learning activities, which may affect their motivation and achievement-related behavior in DGBL environments. Therefore, the main objectives of this project are to develop a DGBL environment for English listening and speaking by considering the characteristics of different performance goal orientation (performance-approach and performance-avoidance goals), as well as to conduct empirical studies to investigate the effects of different performance goal orientation (performance-approach and performance-avoidance goals) on learning performance, game performance, and learning behavior.