運用多媒體認知情意學習理論比較SHAKING-ON、KAHOOT在臺語學習的成效

dc.contributor洪榮昭zh_TW
dc.contributorHong, Jon-Chaoen_US
dc.contributor.author羅婉綸zh_TW
dc.contributor.authorLuo, Wan-Lunen_US
dc.date.accessioned2022-06-08T02:44:22Z
dc.date.available2021-07-13
dc.date.available2022-06-08T02:44:22Z
dc.date.issued2021
dc.description.abstract基於多媒體學習的認知情感理論,本研究採用Shaking-on和Kahoot兩種類型的遊戲,探討參與者在臺語學習中的遊戲焦慮、遊戲興趣和心流體驗,並進一步比較對遊戲學習價值、學習興趣和焦慮的不同影響。本研究採用問卷調查的實驗研究方式。將目標學生分為兩組,分別進行Shaking-on和Kahoot兩種不同動作的數位遊戲,以了解他們在數位遊戲評量後的遊戲焦慮、遊戲興趣和心流經驗是否具有顯著差異,同時探討於遊戲學習價值是否具有顯著差異。在使用遊戲作為評量前,由教學者測試受試者的臺語焦慮,以了解不同性別之焦慮狀況;遊戲結束後,則進行「數位遊戲評量情意量表」,以測量受試者的遊戲焦慮、對遊戲的興趣、心流體驗與對遊戲學習價值的感知。本研究共收回299份之有效之數據並進行驗證,結果顯示,性別差異並不影響臺語焦慮;在遊戲焦慮構面,不同動作的數位遊戲表現沒有差異,但在遊戲興趣、心流經驗和遊戲學習價值構面有顯著差異,且肢體動作較大的Shaking-on明顯優於Kahoot。此外,在臺語學習成效上,肢體動作較大的Shaking-on同樣優於Kahoot。zh_TW
dc.description.abstractBased on cognitive-affective theory of multimedia learning, the present study used two type sof games, Shaking-on and Kahoot and explored participants’ learning anxiety, interest in games, and flow experience in Taiwanese language learning, and to further compare the different effect on perceived value of games, learning interest and anxiety. The study was conducted by an experimental research with questionnaire survey. The target students were divided into two groups to play two types of digital games, Shaking-on and Kahoot, to find out whether there were significant differences in their anxiety, interest, and flow experiences after the digital game assessment, and whether there were significant differences in the learning value of the games.Before the game as assessment, the instructor assisted in testing Taiwanese anxiety to understand the anxiety status of the students of different genders. After gameplay, the"Digital Game Rating Affective Scale" was administered to measure students' anxiety, interest in the game, flow experience, and perceived learning value of the game. Data of 299 were returned and validated for comparing difference in each construct. The results of this study revealed that gender differences did not affect Taiwanese learning anxiety; and there was no difference in the performance of digital games with different movements in terms of game anxiety, but there were significant differences in game interest, flow experience, and learning value, and the Shake-on Challenge with larger body movements clearly outperformed Kahoot! In addition, Shaking-on, which has larger body movements, is also better than Kahoot in terms of Taiwanese learning achievement.en_US
dc.description.sponsorship創造力發展碩士在職專班zh_TW
dc.identifier008A02124-39577
dc.identifier.urihttps://etds.lib.ntnu.edu.tw/thesis/detail/da454e0f44f733013c513b685828ef85/
dc.identifier.urihttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/117380
dc.language中文
dc.subject數位遊戲zh_TW
dc.subject本土語言學習zh_TW
dc.subject遊戲興趣zh_TW
dc.subject多媒體學習理論zh_TW
dc.subjectdigital gamesen_US
dc.subjectnative language learningen_US
dc.subjectgame interesten_US
dc.subjectmultimedia learning theoryen_US
dc.title運用多媒體認知情意學習理論比較SHAKING-ON、KAHOOT在臺語學習的成效zh_TW
dc.titleComparing the Taiwanese Learning Effect between Shaking-on and Kahoot: Based on Cognitive-Affective Theory of Multimedia Learningen_US
dc.type學術論文

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