dc.description.abstract | In the era of globalization, international interactions are becoming more and more frequent. Due to the diversified development of media industry and culture in Japan, the number of people learning Japanese is increasing day by day. In the process of learning Japanese, there are diverse learning contents, including vocabulary, grammar structure, etc. , among them, Japanese particles are considered to be complicated and confusing parts for learning Japanese, especially if Japanese particles are placed in different positions, they will have different meanings, and it is easy for learners to have a tendency to misuse them in learning. Therefore, appropriate learning strategies are used to solve the difficulties of Japanese particles. According to past digital game-based learning literature, digital game-based learning stimulates learners’ learning and game performance through situational learning. Digital game-based learning often designs different game mechanisms to attract learners, such as reward and punishment mechanisms. Digital game-based learning combined with reward and punishment mechanism helps to improve learning effectiveness. By giving rewards and punishments, it can effectively improve learners′ learning and in-game performance. Therefore, this research develops a digital game-based Japanese particles learning system with a reward and punishment mechanism. Different from the reward and punishment mechanism in the past literature, the reward and punishment mechanism designed in this study includes learning type and game type. The learning type of the reward and punishment mechanism includes additional reward questions and additional punishment questions; the game type of the reward and punishment mechanism includes gold coins, props and puzzles, combined with game design to stimulate learner participation, setting different learning activities allow learners to participate. Learners learn the grammar and example sentences of Japanese particles through the learning area, practice different types of questions in the practice area, and peer-to-peer bingo battles in competition area stimulate motivation and increase engagement in a competitive learning model. The purpose of this study was to investigate the effects of learners with both reward and punishment mechanisms and learners with only a reward mechanism on the learning performance, in-game performance, learning motivation, learning perception and behavior patterns of Japanese particles in digital game-based learning contexts, and correlation between the various variables.
There were 44 learners in this study, who were divided into two groups according to different reward and punishment mechanisms (both reward and punishment group and reward only group). The research tools include the Japanese particles learning system, the Japanese particles learning test, the learning motivation scale, the learning perception questionnaire, system records and interviews, and analyze the learning behavior of learners according to behavioral coding scheme.
The results of this study show that in the digital game-based Japanese learning system environment, the impact of different reward and punishment mechanisms on learners, the main results include the following four points: (1) After using the Japanese particles learning system developed in this study, learners with different reward and punishment mechanisms had significant progress in learning Japanese particles; (2) In the digital game-based learning environment, learners with different reward and punishment mechanisms had different results in competition area and rewards and punishments mechanisms. Learners with both reward and punishment mechanisms played in competition area, cumulative number of correct answers, average correct answer rate and the number of bingo defeats were significantly lower than those of the learners with only the reward mechanism, and the learners with both reward and punishment mechanisms were significantly higher in the total number of black puzzles in the reward and punishment mechanisms than the learners with only the reward mechanism; (3) Learners with different reward and punishment mechanisms increased interest in learning motivation and had the same degree of satisfaction in learning perception. Therefore, learners with different reward and punishment mechanisms had no difference in learning motivation and learning perception; (4) The number of behavioral transfer of learners with both reward and punishment mechanism was more than that of learners with only reward mechanism.
Based on the above results, it is shown that the digital game-based Japanese particles learning environment in this study helps learners with both reward and punishment mechanisms and learners with only a reward mechanism to improve the learning preformance of Japanese particles. The analysis results of this research further explore all the behavioral processes and effects of learners with different reward and punishment mechanisms in the game, which will provide researchers with research directions to explore the effect of different reward and punishment mechanisms on learners’ performance. Teachers can also use this system to study the teaching mode suitable for learners to learn Japanese effectively. | en_US |