dc.description.abstract | The number of people learning Japanese in Taiwan is gradually increasing. However, there are many grammars in the process of learning Japanese, and the most difficult part for learners are the Japanese intransitive and transitive verbs. In the process of learning Japanese, different learning environments can affect students′ learning performances, moreover, different performance goals also affect learning performances. For example, performance-approach orientation learners tend to show capability in the classroom, while the goals of performance-avoidance orientation learners are avoiding showing their poor capability.
Previous studies have found that digital game-based learning environments can make learning easy and fun, and many studies have shown the effects of performance goal orientation on learning, but few studies have focused on the learning of learners with different performance goal orientation in digital game-based learning environments. Therefore, I developed a game learning system for learning Japanese intransitive and transitive verbs to link with the characteristics of learners with different performance goals into the game design. In addition to practicing Japanese intransitive and transitive verbs through the questions in the game, learners can also compete with their peers to strengthen their motivations for learning. The purpose of this study was to investigate the effects of performance-approach orientation learners and performance-avoidance orientation learners on the learning performance, game performance, self-efficacy, fear of failure, learning perceptions, and behavior patterns of Japanese intransitive and transitive verbs in a digital game-based learning environment, and the correlations between the variables.
The study included 47 students who were classified as 26 performance-approach orientation learners and 21 performance-avoidance oriented learners using a scale. Research instruments include Japanese intransitive and transitive verbs test, Self-efficacy questionnaire, Multidimensional fear of failure measurement: The performance failure appraisal inventory, Learning perception questionnaire and System log files. The total duration of the experiment was 115 minutes.
The main findings of the study include the following five points:(1)After using this game system, learners with different performance goals orientation students showed significant improvement in the learning performance of Japanese intransitive and transitive verbs learning.(2)In the digital game-based learning environment, the only difference in the effectiveness of the supporting related games was that performance-approach orientation learners used kanji prompts significantly more often than performance-avoidance orientation learners in the simple spelling practice area. In the spelling practice area, the performance avoidance orientation learners’ the frequencies of picture prompt to the difficult question type and the frequencies of audio prompt to the simple question type were significantly higher than performance-approach orientation learners. (3) The two groups of learners with different performance goal orientation both improved their self-efficacy and overcame their fear of failure to some extent, so there were not statistically significant in self-efficacy and fear of failure between the different performance goal orientation. (4)Behavioral transfers were more frequent for performance-avoidance orientation learners than for performance-approach orientation learners. (5) Learners with different performance goals generally find the system was easy to use and looked forward to use it in their school curriculum, and also want to use it to improve their abilities and interests in learning Japanese intransitive and transitive verbs.
As discussed above, the results show that the digital game learning environment in this study can help learners who tend to be either performance-approach orientation learners or performance-avoidance orientation learners to improve their learn performance of Japanese intransitive and transitive verbs and help learners to increase their game performances. The results of this study provide insights of the performances and behaviors of learners with different performance goals orientation, which will help educators, researchers, and designers to choose more appropriate way to assist learners in learning Japanese intransitive and transitive verbs when facing digital game-based learning environments in the future. | en_US |