REFERENCE : Published online: 30 Jan 2022.

 Ya-Ting Yu & Mengping Tsuei (2022): The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy, Interactive Learning Environments, DOI: 10.1080/10494820.2022.2028855

To link to this article: https://doi.org/10.1080/10494820.2022.2028855

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  ABSTRACT

This quasi-experimental study examined the effects of digital game-based learning (DGBL) on elementary-school students’ Chinese language learning, self-efficacy and attention. In total, 126 fourth-graders participated in the study for 6 weeks. Two digital games with different mechanisms (completion-contingent and performance-contingent rewards) that integrated content from the fourth-grade Chinese language-arts curriculum were developed. Data on attention were collected from wearable electroencephalographic sensors while participants played the games. Students’ playing behaviours were coded into five patterns. Students in the DGBL groups outperformed those in the control group in Chinese language-arts learning.

Different game mechanisms had significant positive effects on children’s attention and self-efficacy. The performance-contingent reward game significantly enhanced students’ attention, and the completion-contingent reward game significantly enhanced their emotions and confidence in the Chinese language arts. The performance of more leaning behaviours in the DGBL environment was associated with higher Chinese language-arts achievement scores, especially among players with high levels of attention and self-efficacy during game play. These findings support the effectiveness of DGBL in enhancing students’ Chinese language learning.

 

 study purpose  (digital game-based learning) 

1. The study aimed to extend our knowledge of the impacts of DGBL on children’s language learning, attention and self efficacy. 

2. The relationships of students’ online playing behaviours with player characteristics were also examined.

 

 research questions 

1. Does the use of DGBL effectively enhance elementary students’ learning in Chinese language arts, attention and self-efficacy? 
2. How do the effects of DGBL change as a function of students’ playing behaviour patterns? 
3. Do the games have different effects depending on players’ behaviour?

 

 research method and participants 

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