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    Please use this identifier to cite or link to this item: https://ir.lib.ncu.edu.tw/handle/987654321/107450


    Title: Influence of game quests on pupils' enjoyment and goal-pursuing in math learning
    Authors: 廖長彥;Chen, Zhi-Hong;Liao, Calvin C. Y;Cheng, Hercy N. H;Yeh, Charles Y. C;Chan, Tak-Wai
    Contributors: 資訊電機學院網路學習科技研究所
    Keywords: Academic Achievement;Addition;Computer & video games;Computer Games;Copyrights;Educational activities;Educational Environment;Educational games;Educational technology;Elementary Education;Elementary School Mathematics;Elementary School Students;Experiments;Foreign Countries;Full Length Articles;Game Based Learning;Games;Goal Orientation;Goal setting;Grade 4;Independent Study;Influence of Technology;Learner Engagement;Learning;Learning Activities;Learning Motivation;Management;Mathematics;Mathematics Achievement;Mathematics Activities;Mathematics education;Mathematics Instruction;Motivation Techniques;Perceptual learning;Pets;Positive Attitudes;Professional Personnel;Psychological aspects;Questionnaires;Role Playing;Student Characteristics;Student Motivation;Student Participation;Students;Study and teaching;Taiwan;Video Games
    Date: 2012-12-31
    Issue Date: 2026-04-23 14:13:13 (UTC+8)
    Publisher: National Taiwan Normal University;Palmerston North: International Forum of Educational Technology & Society
    Abstract: 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: 華藝CEPS中文電子期刊服務
    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
    Appears in Collections:[Graduate Institute of Network Learning Technology] journal & Dissertation

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