National Taiwan Normal University;Palmerston North: International Forum of Educational Technology & Society
摘要:
摘要: As a medium for learning, digital games provide promising possibilities to motivate and engage students in subject learning. In this study, a game-based learning system, My-Pet-My-Quest, is developed to support pupils' math learning. This is due to the fact that most students in Taiwan have relatively lower positive attitude towards math learning, even though their math performance is prominent. To this end, a three-tire framework is proposed to guide the design of the My-Pet-My-Quest system. A quasi-experiment was conducted to examine the influence of game quests on pupils' enjoyment and goal-pursuing in math learning. The results revealed that game quests were favored by students in terms of enjoyment, goal orientation, and goal intensity. Possible reasons for these results and a discussion of related issues are presented in this paper. 出版者: Palmerston North: International Forum of Educational Technology & Society 出版日期: 2012-04-01 出處: Educational Technology & Society, 2012-04, Vol.15 (2), p.317-327 資源來源: Chinese Electronic Periodical Services (CEPS) 版權: Copyright 2012 by International Forum of Educational Technology & Society (IFETS) 版權: COPYRIGHT 2012 International Forum of Educational Technology & Society 版權: 2012. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the associated terms available at https://www.j-ets.net/ETS/guide.html 識別號: ISSN: 1176-3647 識別號: ISSN: 1436-4522 識別號: EISSN: 1436-4522 識別號: DOI: 10.30191/ETS.201204_15(2).0027