簡易檢索 / 詳目顯示

研究生: 林佳澐
Lin, Chia-Yun
論文名稱: 探究國中八年級學生之成就動機、玩遊戲自我效能與遊戲焦慮、遊戲興趣對學習價值與學習表現之相關研究: 以The Rhythm Trainer App融入音樂節奏教學
The correlation between the Achievement Motivation, Gameplay Self-efficacy, Anxiety Interest, Learning Value and Performance: Integrating Rhythm Trainer App in Teaching for Taiwanese Eighth-Grade Students
指導教授: 洪榮昭
Hong, Jon-Chao
口試委員: 洪榮昭
Hong, Jon-Chao
陳曉雰
Chen, Hsiao-Fen
戴凱欣
Tai, Kai-Hsin
口試日期: 2024/06/11
學位類別: 碩士
Master
系所名稱: 創造力發展碩士在職專班
Continuing Education Master's Program of Creativity Development
論文出版年: 2024
畢業學年度: 112
語文別: 中文
論文頁數: 122
中文關鍵詞: 成就動機科技學習遊戲焦慮遊戲興趣玩遊戲自我效能學習價值學習表現
英文關鍵詞: achievement motivation, technology learning, game anxiety, game interest, game self-efficacy, learning value, learning performance
研究方法: 準實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202400649
論文種類: 學術論文
相關次數: 點閱:187下載:14
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • COVID-19疫情時期,教學者開始主動接觸許多科技軟體,發現科技遊戲運用於音樂元素之教學中,不但活化了傳統音樂知識的教授方式,更引發教學者願意嘗試數位音樂軟體融入教學的各種可能性;國中音樂課程內容中,離不開節奏教學,因為節奏是音樂構成的主要元素之一。本音樂課研究教師一直在尋找學習者感興趣的數位節奏學習工具,發現了「The Rhythm Trainer APP 節奏訓練員」,它不僅能示範各種節奏型態,也讓學習者能隨時練習及評量進步與否,在反覆修正的練習過程中,提升學習表現。此研究採時間序列單組前後測設計,於執行研究前將確認研究之假說,再進行探討學習者在「The Rhythm Trainer APP」遊戲執行時,其節奏知識學習與內在的情緒波動與學習表現之相關。此項研究是以臺北市某國中八年級學生為對象,設計八堂課音樂課程中進行六次設定範圍之節奏教學與學習的操作;依照遊戲軟體每堂練習的結果與學生填答問卷的狀態進行資料分析,有效樣本136份。問卷的內容參閱相關之文獻後進行調整,其內容包含「成就動機」、「玩遊戲之自我效能」、「遊戲焦慮」、「遊戲興趣」與「學習價值」及「學習表現」之構面進行分析,再歸納出以下幾點結論:
    (一) 成就動機與遊戲焦慮具有正相關。
    (二) 成就動機與遊戲興趣具有正相關。
    (三) 玩遊戲自我效能與遊戲焦慮具有正相關。
    (四) 玩遊戲之自我效能與遊戲興趣呈正相關。
    (五) 遊戲焦慮與學習價值無顯著相關。
    (六) 遊戲興趣與學習價值具正相關。
    (七) 學習價值與學習表現具正相關。
    (八) 學習焦慮經由學習價值中介與學習表現無顯著相關。
    (九) 學習興趣經由學習價值中介與學習表現具負相關,獲得支持。
    根據所有構面實際執行後再將其作相關分析發現,以「The Rhythm Trainer APP」遊戲軟體進行音樂節奏教學,學習者之學習表現明顯進步。

    During the epidemic, teachers began to actively engage with many technological software and found that the application of technological games in the teaching of music elements not only activated the traditional teaching method of music cognitive knowledge, but also inspired teachers to be willing to try various possibilities of integrating digital music software into teaching. nature; in the content of junior high school music courses, rhythm teaching is inseparable, because rhythm is one of the main elements of music. The teacher in this study has been looking for digital rhythm learning tools that learners are interested in, and discovered the " The Rhythm Trainer APP ", which not only demonstrates various rhythm patterns, but also allows learners to practice and evaluate progress at any time. No, improve your learning performance during the practice of repeated revisions. This study uses a time-series single-group pre-test and post-test design to confirm the research hypothesis before conducting the study and then explore the relationship between learners ' rhythm knowledge learning and internal emotional fluctuations and learning performance when the " The Rhythm Trainer APP" game is executed. This study is based on the eighth grade students of a junior high school in Taipei City. It conducts six teaching and learning operations in eight classes. The data is analyzed based on the results of each class exercise of the game software and the status of students filling in the questionnaire. It is effective There are 136 samples in total. The content of the questionnaire was adjusted after referring to relevant literature. The content includes the constructs of "achievement motivation", "self-efficacy for playing games", "game anxiety", "interest in games", "learning value" and "learning performance". Analyze the above and draw the following conclusions:
    1. Achievement motivation is positively related to gaming anxiety.
    2. Achievement motivation is positively related to game interest.
    3. Gaming self-efficacy is positively correlated with gaming anxiety.
    4. Game playing self-efficacy is positively related to game interest.
    5. Game anxiety is not significantly related to learning value.
    6. Game interest is positively related to learning value.
    7. Learning value is positively related to learning performance.
    8. Learning anxiety is negatively related to learning performance via the mediation of learning value.
    9. Learning interest is not significantly related to learning performance via the mediation of learning value.
    Based on the relevant analysis after the actual implementation of all aspects, it was found that using the " The Rhythm Trainer APP" game software for music rhythm teaching, learners' learning performance improved significantly.

    第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與研究問題 4 第三節 研究流程 6 第四節 名詞釋義 8 第五節 研究範圍及限制 12 第二章 文獻探討 14 第一節 科技遊戲軟體於學習 14 第二節 成就動機 18 第三節 玩遊戲自我效能 20 第四節 遊戲焦慮 23 第五節 遊戲興趣 25 第六節 學習價值 28 第七節 學習表現 31 第三章 研究設計與實施 33 第一節 研究方法與模式 33 第二節 研究對象 40 第三節 研究工具 40 第四節 研究步驟與流程 53 第五節 資料處理與分析 55 第六節 研究之學術倫理考量 56 第四章 研究結果與分析 58 第一節 樣本特徵分析 58 第二節 項目分析 59 第三節 構面信效度分析 73 第四節 路徑分析 76 第五節 差異性分析 79 第六節 時間序列分析 84 第七節 研究討論 86 第五章 結論與建議 89 第一節 研究結論 89 第二節 研究貢獻 91 第三節 研究建議 92 參考文獻 94 中文部分 94 英文部分 95 附件一、前後測 112 附件二、問卷 114 附件三、節奏訓練員APP課程設計 117 附件四、施測流程規劃表 119

    中華民國管理科學學會(2022)。中華民國管理科學學會人類研究倫理守則:取自https://rrec.cmu.edu.tw/sites/default/files/20130429105556_management.pdf。
    朱建民(1996)。專業倫理教育的理論與實踐。通識教育季刊,3(2),頁 33-56。
    江妤欣(2016)。淺談行動學習:翻轉「學習力」的突破與困境。臺灣教育評論月刊,5(12),5–8。 https://dx.doi.org/10.29999/QM.200307.0012
    吳芝儀 (2011) 以人為主體之社會科學研究倫理議題。人文社會科學研究, 5(4),頁19-39。
    李佳琪、洪智倫(2019)。Cool English平臺教材融入教學對國小四年級學生英語聽讀學習成效與學習動機影響之研究。師資培育與教師專業發展期刊,12(1),163–205。
    林天祐 (1996)。認識研究倫理。教育行政與評鑑研究所期刊論文,(12),頁 57-63。
    林欣慈、蔡明昌(2015)。自我實現、心流體驗與幸福展之研究:以參與鐵人三項中老年族群為例。運動休閒管理學報,12(2),15–28。 https://doi.org/10.6214/JSRM.1202.002
    高淑珍、王麒富(2012)。以社會交換理論修正模式探討知識社群之持續使用意願。資訊與管理科學,5(2),32-48。https://www.airitilibrary.com/Common/Click_DOI?DOI=10.30136/ZXYGLKX.201212.0003
    張春興(1998)。現代心理學。東華。
    張薇貞(2020)。論語學習態度對「孔子點點名互動遊戲」的認知負荷、遊戲興趣、遊戲學習價值之相關研究。國立臺灣師範大學創造力發展碩士在職專班。
    教育部資訊及科技教育司(2018)。教育部中小學數位學習深耕推動計畫。 https://dlearning.ncku.edu.tw/
    曹程翔(2021)。運用數位學習平臺學習模式與傳統教學學習模式之學習成效差異分析—以Moodle數位學習平臺為例。臺北市:元培醫事科技大學碩士班。
    程毓明、郭勝煌(2011)。遊戲式學習對學習成效影響之探討:以國中綜合活動童軍課程為例。工業科技教育學刊,4,25–32。https://doi.org/10.6306/JITE.2011.4.4
    廖遠光、陳政煥、楊永慈(2020)。行動學習對臺灣學生學業成就影響之後設分析。當代教育研究季刊,28(3),67–102。http://dx.doi.org/10.6151/CERQ.202009_28(3).0003
    Abd-Alrazaq, A., Alajlani, M., Alhuwail, D., Schneider, J., Akhu-Zaheya, L., Ahmed, A., & Househ, M. (2022). The effectiveness of serious games in alleviating anxiety: Systematic review and meta-analysis. JMIR Serious Games, 10(1), e29137. https://doi.org/10.2196/29137
    Aghveranluei, M., Aliabadi, K., & Pourroostaei Ardakani, S. (2021). The impact of educational computer games produced on academic engagement of boy students in first grade of secondary high school in Tehran. Education Strategies in Medical Sciences, 14(3), 139–150.
    Akpan, I. F. (2018). Computer anxiety, computer self-efficacy, and attitude towards internet among secondary institute students in Akwa Ibom State, Nigeria. American Journal of Educational Research, 6(11), 1455–1459.
    Al-Amri, A., Osman, M., & Al Musawi, A. (2020). The effectiveness of a 3D-virtual reality learning environment (3D-VRLE) on the Omani eighth grade students' achievement and motivation towards physics learning. International Journal of Emerging Technologies in Learning, 15(05), 4–16. https://doi.org/10.3991/ijet.v15i05.11890
    Alfarisi, A. S. (2022). Pengaruh model teams games tournament (Tgt) terhadap hasil belajar siswa pada mata pelajaran Tajwid Al-Qur’an. Aksioma Ad Diniyah: The Indonesian. Journal Of Islamic Studies, 10(1), 63-72. https://doi.org/10.31102/wacanadidaktika.4.1.78-83
    Ali, A., Abbas, S. F., Khattak, M. S., Arfeen, M. I., Ishaque Chaudhary, M. A., & Yousaf, L. (2022). Mediating role of employees’ intrinsic motivation and psychological safety in the relationship between abusive supervision and innovative behavior: An empirical test in IT sector of Pakistan. Cogent Business & Management, 9(1), 2039087. https://doi.org/10.1080/23311975.2022.2039087
    Alonso, J., Liu, Z., Evans-Lacko, S., Sadikova, E., Sampson, N., Chatterji, S., … & WHO World Mental Health Survey Collaborators. (2018).Treatment gap for anxiety disorders is global: Results of the World Mental Health Surveys in 21 countries. Depress Anxiety, 35(3),195-208
    Alshurideh, M., Al Kurdi, B., Salloum, S. A., Arpaci, I., & Al-Emran, M. (2020). Predicting the actual use of m-learning systems: A comparative approach using PLS-SEM and machine learning algorithms. Interactive Learning Environments, 31, 1214–1228. http://dx.doi.org/10.1080/10494820.2020.1826982
    Angelopoulou, A., Hodhod, R., & Perez, A. J. (2022). Factors affecting student educational choices regarding OER material in computer science. Journal of Computers in Education, 9(4), 755–781. https://orcid.org/0000-0002-2852-2041
    Atit, K., Uttal, D. H., & Stieff, M. (2020). Situating space: Using a discipline-focused lens to examine spatial thinking skills. Cognitive Research: Principles and Implications, 5(1), 1–16. https://doi.org/10.1186/s41235-020-00210-z
    Atkinson, R. C., & Shiffrin, R. M. (1971). The control of short-term memory. Scientific American, 225, 82-90. https://psycnet.apa.org/doi/10.1038/scientificamerican0871-82
    Bakan, U., & Bakan, U. (2018). Game-based learning studies in education journals: A systematic review of recent trends. Actualidades Pedagógicas, 72, 119–145. https://doi.org/10.19052/ap.5245
    Ball, J. D. (2019). Teacher readiness: Teacher attitudes, opinions, and perspectives towards facilitating positive mental health in the classroom. Doctoral dissertation, Memorial University of Newfoundland.
    Ballou, N. (2023). A manifesto for more productive psychological games research. ACM Games: Research and Practice, 1(1), 1–26. https://dl.acm.org/doi/full/10.1145/3582929
    Bandura, A. (1997). Self-efficacy: The exercise of control. Worth Publishers.
    Bauer, K. N., Garcia-Marquez, C., & Gandara, D. A. (2020). Teaching with games and gamification: Best practices and future research needs. In Handbook of Teaching with Technology in Management, Leadership, and Business (pp. 322-336). Edward Elgar Publishing.
    Bawa, P., Watson, S. L., & Watson, W. (2018). Motivation is a game: Massively multiplayer online games as agents of motivation in higher education. Computers & Education, 123, 174–194. https://doi.org/10.1016/j.compedu.2018.05.004
    Beghetto, R. A. (2023). Engaging uncertainty: Principles and provocations for promoting creative learning futures. Creative provocations: Speculations on the future of creativity, technology & learning (pp. 195–212). Cham: Springer International Publishing.
    Bleske-Recheka, A., Webbb, R.M., & Zeuga, N.(2007). Discrepant performance on multiplechoice and short answer assessments and the relation of performance to general scholastic aptitude. Assessment & Evaluation in Higher Education, 32(2), 89–105. https://doi.org/10.1080/02602930600800763
    Bonk, C. J., & Cunningham, D. J. (2012). Searching for learner-centered, constructivist, and sociocultural components of collaborative educational learning tools. In K. S. K. Curtis Jay Bonk (Ed.), Electronic Collaborators (pp. 61–86). Routledge.
    Butler, R. (1999). Information seeking and achievement motivation in middle childhood and adolescence: The role of conceptions of ability. Developmental psychology, 35(1), 146-163.
    Butler, R. (2019). Gender, motivation, and society: New and continuing challenges. In Motivation in Education at a Time of Global Change (Vol. 20, pp. 129-149). Emerald Publishing Limited.
    Byrne, K. A., Silasi-Mansat, C. D., & Worthy, D. A. (2015). Who chokes under pressure? The Big Five personality traits and decision-making under pressure. Personality and Individual Differences, 74, 22–28. https://doi.org/10.1016/j.paid.2014.10.009
    Calder, A. J., Hargreaves, E. A., & Hodge, K. (2020). Great expectations: A qualitative analysis of the factors that influence affective forecasts for exercise. International Journal of Environmental Research and Public Health, 17(2), 551. https://doi.org/10.3390/ijerph17020551
    Chang, C. C., Warden, C. A., Liang, C., & Lin, G. Y. (2018). Effects of digital game-based learning on achievement, flow and overall cognitive load. Australasian Journal of Educational Technology, 34(4). https://doi.org/10.14742/ajet.2961
    Cheng, L. (2024). Educational affordances of music video games and gaming mobile apps. Technology, Pedagogy and Education, 1-15.
    Coifman, K. G., Kane, M. J., Bishop, M., Matt, L. M., Nylocks, K. M., & Aurora, P. (2021). Predicting negative affect variability and spontaneous emotion regulation: Can working memory span tasks estimate emotion regulatory capacity?. Emotion, 21(2), 297–314. https://doi.org/10.1037/emo0000585
    Coleman, T. E., & Money, A. G. (2020). Student-centred digital game–based learning: A conceptual framework and survey of the state of the art. Higher Education, 79(3), 415–457. https://doi.org/10.1007/s10734-019-00417-0
    Costello, B. M. (2020). Moving in rhythms: What dancers and drummers can teach us about designing digital interactions. Digital Creativity, 31(3), 181–191. https://doi.org/10.1080/14626268.2020.1782944
    Crompton, H., Burke, D., & Gregory, K. H. (2017). The use of mobile learning in PK-12 education: A systematic review. Computers & Education, 110, 51–63. https://doi.org/10.1016/j.compedu.2017.03.013
    Dadure, P.,Pakray, P., & Bandyopadhyay, S. (2021). Game-based learning: A future research agenda. In Z. Gulzar, & A.A Leema ( Eds.), Machine learning approaches for improvising modern learning systems (pp.50-71). IGI Global. https://doi.org/10.4018/978-1-7998-5009-0.CH003
    Daniels, L. M., Goegan, L. D., & Parker, P. C. (2021). The impact of COVID-19 triggered changes to instruction and assessment on university students’ self-reported motivation, engagement and perceptions. Social Psychology of Education, 24(1), 299–318. https://doi.org/10.1007/s11218-021-09612-3
    Darsih, T. K., & Lubis, E. L. S. (2021). The development of Android-based learning media for basic accounting subjects for class X AKL at Al Ikhlas vocational high school, Pangkalan Susu, Langkat Regency. Budapest International Research and Critics Institute-Journal (BIRCI-Journal), 4(3), 6219–6230. http://www.bircu-journal.com/index.php/birci/article/view/2430
    David, O. A., Predatu, R., & Cardoș, R. A. (2021). Effectiveness of the REThink therapeutic online video game in promoting mental health in children and adolescents. Internet Interventions, 25, 100391. https://doi.org/10.1016/j.invent.2021.100391
    Dewey, J. (1925). El interés y el esfuerzo en la educación. La Habana: Librería Cervantes.
    Eccles, J. S., & Wigfield, A. (2020). From expectancy-value theory to situated expectancy-value theory: A developmental, social cognitive, and sociocultural perspective on motivation. Contemporary Educational Psychology, 61, 101859. https://doi.org/10.1016/j.cedpsych.2020.101859
    Gilar-Corbi, R., Pozo-Rico, T., Castejón, J.L., Sánchez, T., Sandoval-Palis, I., & Vidal, J. (2020). Academic achievement and failure inuniversity studies: motivational and emotional factors. Sustainability, 12(23), 9798. https://doi.org/10.3390/su12239798
    Gil-Doménech, D., & Berbegal-Mirabent, J. (2019). Stimulating students’ engagement in mathematics courses in non-STEM academic programmes: A game-based learning. Innovations in Education and Teaching International, 56(1), 57–65. https://doi.org/10.1080/14703297.2017.1330159
    Gilyazova, O. S., & Zamoshchanskii, I. I. (2020). On motivational tools of gamification in higher education: Theoretical aspect. LLC Ecological Help. http://hdl.handle.net/10995/90621
    Glover, I. (2013). Play as you learn: Gamification as a technique for motivating learners. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of edMedia 2013 : World Conference on Educational media and technology, Association for the Advancement of computing on education (AACE), Victoria, Canada,( pp. 1999-2008).
    Goldstein, M. H., Froiland, J. M., Xiao, Z. I. A. N. G., Woodard, B. S., Li, T., & Philpott, M. L. (2021). Application of online visual-spatial training to increase visual-spatial ability and growth mindset of engineering students. International Journal of. Engineering Education, 37, 1674–1682.
    Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857
    Gruda, D., & Ojo, A. (2022). All about that trait: Examining extraversion and state anxiety during the SARS-CoV-2 pandemic using a machine learning approach. Personality and Individual Differences, 188, 111461. https://doi.org/10.1016/j.paid.2021.111461
    Gruda, D., & Ojo, A. (2023). All I do is win, win, win no matter what? Pre-game anxiety and experience predict athletic performance in the NBA. Current Research in Behavioral Sciences, 100120. https://doi.org/10.1016/j.crbeha.2023.100120
    Gruda, D., Psychogios, A., & Ojo, A. (2023). Don’t let your anxiety stress out your team. Harvard Business Review. https://hbr.org/2023/05/dont-let-your-anxiety-stress-out-your-team
    Guita, G. B., & Tan, D. A. (2018). Mathematics anxiety and students’ academic achievement in a reciprocal learning environment. International Journal of English and Education, 7(3), 112–124.
    Hafni, R. (2021). Dampak pandemi Covid-19 terhadap pendidikan online. Seminar Nasional Teknologi Edukasi Sosial Dan Humaniora, 1(1), 601–611.
    Hair J. F., Risher J. J., Sarstedt M., & Ringle C. M. (2019). When to use and how to report the results of PLS-SEM. Eur. Bus. Rev., 31 2–24
    Hao, Y., & Lichao, M. (2021). The effect of challenging-hindering research pressure on graduate students’ anxiety: The mediating role of achievement motivation and self-efficacy. Chinese Higher Education Research,5, 79–85.https://doi: 10.16298/j.cnki.1004-3667.2021.05.11
    Harackiewicz, J. M., & Knogler, M. (2017). Interest: Theory and application. In A. J. Elliot, C. S. Dweck, & D. S. Yeager (Eds.),Handbook of competence and motivation: Theory and application (2nd ed., pp. 334–352). The Guilford Press.
    Hardimansyah, H. (2021). Pengaruh Penerapan Strategi Pembelajaran Kooperatif Tipe Teams Games Tournament (Tgt) Terhadap Hasil Belajar Siswa Dalam Mata Pelajaran Fiqih Di Mts Negeri Putussibau. Piwulang: Jurnal Pendidikan Agama Islam, 3(2), 143-156. https://doi.org/10.32478/piwulang.v3i2.638
    Harefa, D., Sarumaha, M., Telaumbanua, K., Telaumbanua, T., Laia, B., & Hulu, F. (2023). Relationship student learning interest to the learning outcomes of natural sciences. International Journal of Educational Research and Social Sciences (IJERSC), 4(2), 240-246.
    Harris, A., Gous, G., de Wet, B., & Griffiths, M. D. (2021). The relationship between gambling event frequency, motor response inhibition, arousal, and dissociative experience. Journal of Gambling Studies, 37, 241-268.
    Hassani, M., Gholam Azad, S., & Naveedy, A. (2021). Iranian teachers' Lived experience of virtual teaching in the early days of the coronavirus epidemic. Information and Communication Technology in Educational Sciences, 12(45), 87–107.
    Hein, J., Daumiller, M., Janke, S., Dresel, M., & Dickhäuser, O. (2019). How learning time mediates the impact of university Scholars’ learning goals on professional learning in research and teaching. Learning and Individual Differences, 72, 15–25. https://doi.org/10.1016/j.lindif.2019.04.002
    Hein, J., Janke, S., Daumiller, M., Dresel, M., & Dickhäuser, O. (2020). No learning without autonomy? Moderators of the association between university instructors' learning goals and learning time in the teaching-related learning process. Learning and Individual Differences, 83, 101937. https://doi.org/10.1016/j.lindif.2020.101937
    Herath, H.,De. Mel. (2023). Brain-computer interfacing for flexion and extension of bio-inspired robot fingers. International Journal of Cognitive Computing in Engineering, 4, 89–99. https://doi.org/10.1016/j.ijcce.2023.02.006
    Herath, H.,De. Mel. (2022). High-performance medicine in cognitive impairment: Brain–computer interfacing for prodromal Alzheimer's disease. In S. Roy, L. M. Goyal, V. E. Balas, B. Agarwal, & M. Mittal, (Eds.). Predictive modeling in biomedical data mining and analysis (pp. 105–121). Academic Press.
    Hidalgo-Cabrillana, A., & Lopez-Mayan, C. (2018). Teaching styles and achievement: Student and teacher perspectives. Economics of Education Review, 67, 184–206. https://doi.org/10.1016/j.econedurev.2018.10.009
    Hieftje, K., Pendergrass, T., Kyriakides, T. C., Gilliam, W., & Fiellin, L. (2017). An evaluation of an educational video game on mathematics achievement in first grade students. Technologies, 5(2), 30. https://doi.org/10.3390/TECHNOLOGIES5020030
    Hogan, T. (2013). Constructed-response approaches for classroom assessment. In McMillan, J.(Ed.), Sage handbook of research on classroom assessment (pp. 275–293). SAGE Publications, Inc. https://doi.org/10.4135/9781452218649
    Holden, R. J., & Karsh, B.-T. (2010). The technology acceptance model: Its past and its future in health care. Journal of Biomedical Informatics, 43(1), 159-172. https://doi.org/10.1016/j.jbi.2009.07.002
    Hong, J. C., Hwang, M. Y., Liu, M. C., Tsai, C. R., & Tai, K. H. (2020). Metacognition in covariation reasoning relevant to performance achievement mediated by experientialvalues in a simulation game. Educational Technology Research and Development, 68(3), 929-948. https://doi.org/10.1007/s11423-019-09711-1
    Hong, J. C., Hwang, M. Y., Tai, K. H., & Kuo, Y. C. (2016). Crystallized intelligence affects hedonic and epistemic values to continue playing a game with saliency-based design. Computers & Education, 95, 75–84. https://doi.org/10.1016/j.compedu.2015.12.006
    Hong, S., Cho, B., Choi, I., Park, K., Kim, H., Park, Y. & Park, Zhu J. (2020). Artificial intelligence and edutech in school education. Korea Institute for Curriculum and Evaluation. RRI, 2.
    Hou, H. T., & Keng, S. H. (2021). A dual-scaffolding framework integrating peer-scaffolding and cognitive-scaffolding for an augmented reality-based educational board game: An analysis of learners’ collective flow state and collaborative learning behavioral patterns. Journal of Educational Computing Research, 59(3), 547–573. https://doi.org/10.1177/0735633120969409
    Hsu, C. Y., Chiou, G. L., & Tsai, M. J. (2019). Visual behavior and self-efficacy of game playing: An eye movement analysis. Interactive Learning Environments, 27(7), 942–952. https://doi.org/10.1080/10494820.2018.1504309
    Huang, S. Y., Kuo, Y. H., & Chen, H. C. (2020). Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability. Thinking Skills and Creativity, 37, 100681. https://doi.org/10.1016/j.tsc.2020.100681
    Hunsu, N. J., Kehinde, O. J., Oje, A. V., & Yli-Piipari, S. (2022). Single versus multiple resilience factors: An investigation of the dimensionality of the academic resilience scale. Journal of Psychoeducational Assessment, 40(3), 346–359. https://doi.org/10.1177/07342829211056391
    Hussein, M. H., Ow, S. H., Cheong, L. S., & Thong, M. K. (2019). A digital game-based learning method to improve students’ critical thinking skills in elementary science. IEEE Access, 7, 96309–96318. https://doi.org/10.1109/ACCESS.2019.2929089.
    Hwang, G. H., Chen, B., Chen, R. S., Wu, T. T., & Lai, Y. L. (2019). Differences between students’ learning behaviors and performances of adopting a competitive game-based item bank practice approach for learning procedural and declarative knowledge. Interactive Learning Environments, 27(5–6), 740–753.
    Hwang, G. J., Hsu, T. C., Lai, C. L., & Hsueh, C. J. (2017). Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns. Computers & Education, 106, 26–42. https://doi.org/10.1016/j.compedu.2016.11.010
    Iacovides, I., & Mekler, E. D. (2019) The role of gaming during difficult life experiences. Proceedings of the2019 CHI Conference on Human Factors in Computing System1–12.https://doi.org/10.1145/3290605.3300453
    Islam, I., & Islam, M. N. (2024). Exploring the opportunities and challenges of ChatGPT in academia. Discover Education, 3(1), 31. https://doi.org/10.1016/j.jbi.2009.07.002
    Jackson, S. A., & Marsh, H. (1996). Development and validation of a scale to measure optimal experience: The Flow State Scale. Journal of Sport & Exercise Psychology, 18(1), 17-35. https://doi.org/10.1123/jsep.18.1.17
    Jeno, L. M., Vandvik, V., Eliassen, S., & Grytnes, J. A. (2019). Testing the novelty effect of an m-learning tool on internalization and achievement: A Self-Determination Theory approach. Computers & Education, 128, 398–413. https://doi.org/10.1016/j.compedu.2018.10.008
    Jin, J., & Bridges, S. M. (2014). Educational technologies in problem-based learning in health sciences education: A systematic review. Journal of Medical Internet Research, 16(12), e251. https://doi.org/10.2196/jmir.3240
    Jokhan, A., Sharma, B., & Singh,S. (2018). Early warning system as a predictor for student performance in higher education blended courses. Studies in Higher Education. 44 (11), 1900–1911. https://doi.org/10.1080/03075079.2018.1466872
    Kalyuga, S. (2009) The expertise reversal effect. In S. Kalyuga (Ed.), Managing cognitive load in adaptive multimedia learning. (pp. 58–80). IGI Global.
    Kamanetz, A. (2020). 'Panic-gogy': Teaching online classes during the coronavirus pandemic. NPR. https://www.npr.org/2020/03/19/817885991/panic-gogy-teaching-online-classes-during-the-coronavirus-pandemic
    Karakoç, B., Eryılmaz, K., Turan Özpolat, E., & Yıldırım, İ. (2022). The effect of game-based learning on student achievement: A meta-analysis study. Technology, Knowledge and Learning, 27(1), 1–16. https://doi.org/10.1007/s10758-020-09471-5
    Kaya, A., Karataş, N., Gürcan, M., & Dalgıç, A. İ. (2022). A grounded theory study to explore the digital gameplay experiences of adolescents at risk of addiction in Turkey. Journal of Pediatric Nursing, 63, e36–e43. https://doi.org/10.1016/j.pedn.2021.10.019
    Ke, F. (2013). Computer-game-based tutoring of mathematics. Computers & Education, 60(1), 448–457. https://doi.org/10.1016/j.compedu.2012.08.012
    Kirk-Johnson, A., Galla, B. M., & Fraundorf, S. H. (2019). Perceiving effort as poor learning: The misinterpreted-effort hypothesis of how experienced effort and perceived learning relate to study strategy choice. Cognitive Psychology, 115, 101237. https://doi.org/10.1016/j.cogpsych.2019.101237
    Koelsch, S. (2014). Brain correlates of music-evoked emotions. Nature Reviews Neuroscience, 15(3), 170–180. https://doi.org/10.1038/nrn366
    Kusmaryono, I., Gufron, A. M., & Rusdiantoro, A. (2020). Effectiveness of scaffolding strategies in learning against decrease in mathematics anxiety level. Numerical Jurnal Matematika Dan Pendidikan Matematika, 4(1), 13-20. https://doi.org/10.25217/numerical.v4i1.770
    Lai, C., Hu, X., & Lyu, B. (2018). Understanding the nature of learners’ out-of-class language learning experience with technology. Computer Assisted Language Learning, 31(1-2), 114–143. https://doi.org/10.1080/09588221.2017.1391293
    Lai, H.-M., Hsiao, Y.-L., & Hsieh, P.-J. (2018). The role of motivation, ability, and opportunity in university teachers’ continuance use intention for flipped teaching. Computers & Education, 124, 37–50. https://doi.org/10.1016/j.compedu.2018.05.013
    Liao, Y.-H., Kung, W.-C., & Chen, H.-C. (2019). Testing the effectiveness of creative map mnemonic strategies in a geography class. Instructional Science, 47, 589–608. https://doi.org/10.1007/s11251-019-09494-1
    Liu, Z., Kong, X., Liu, S., Yang, Z., & Zhang, C. (2022). Looking at MOOC discussion data to uncover the relationship between discussion pacings, learners’ cognitive presence and learning achievements. Education and Information Technologies, 27(6), 8265-8288. https://doi.org/10.1007/s10639-022-10943-7
    Loh, E. K. Y. (2019). What we know about expectancy-value theory, and how it helps to design a sustained motivating learning environment. System, 86, 102119. https://doi.org/10.1016/j.system.2019.102119
    Lu ,Y. & Lien, C.(2019). Are they learning or playing? Students’ perception traits and their learning self-efficacy in a game-based learning environment. Journal of Educational Computing Research, 57(8), 1879-1909. https://doi.org/10.1177/0735633118820684
    MacKinnon, D. (2008). Introduction to statistical mediation analysis (1st ed.). Routledge. https://doi.org/10.4324/9780203809556
    Makransky, G., Petersen, G. B., & Klingenberg, S. (2020). Can an immersive virtual reality simulation increase students’ interest and career aspirations in science?. British Journal of Educational Technology, 51(6), 2079–2097. https://doi.org/10.1111/bjet.12954
    Margolis, H., McCabe, P. P., &Alber, S. (2005). Resolving struggling readers’ homework difficulties: How counselors can help. Journal of Educational and Psychological Consultation, 15(1), 79–110. https://doi.org/10.1207/s1532768xjepc1501_4
    Martin, S. (2014). Measuring cognitive load and cognition: Metrics for technology-enhanced learning. Educational Research and Evaluation, 20(7-8), 592-621. https://doi.org/10.1080/13803611.2014.997140
    Mayer, R. E. (2021a). Multimedia learning (3rd ed.). Cambridge University Press.
    Mayer, R. E. (2021b). The Cambridge handbook of multimedia learning (3rd ed., pp. 296–303). Cambridge University Press.
    McLaren, B. M., Adams, D. M., Mayer, R. E., & Forlizzi, J. (2017). A computer-based game that promotes mathematics learning more than a conventional approach. International Journal of Game-Based Learning, 7(1), 36–56. https://doi.org/10.4018/978-1-5225-5198-0.ch022
    Molina-Carmona, R., & Llorens-Largo, F. (2020). Gamification and advanced technology to enhance motivation in education. Informatics , 7(2), 20. https://doi.org/10.3390/informatics7020020
    Munn, Z., Peters, M. D., Stern, C., Tufanaru, C., McArthur, A., & Aromataris, E. (2018). Systematic review or scoping review? Guidance for authors when choosing between a systematic or scoping review approach. BMC Medical Research Methodology, 18, 1–7. https://doi.org/10.1186/s12874-018-0611-x
    Mustafa, P. S., & Dwiyogo, W. D. (2020). Kurikulum pendidikan jasmani, olahraga, dan kesehatan di Indonesia abad 21. JARTIKA Jurnal Riset Teknologi dan Inovasi Pendidikan, 3(2), 422–438. https://doi.org/10.36765/jartika.v3i2.268
    Naciri, A., Baba, M. A., Achbani, A., & Kharbach, A. (2020). Mobile learning in higher education: Unavoidable alternative during COVID-19. Aquademia, 4(1), ep20016. https://doi.org/10.29333/aquademia/8227
    Narad, A., & Abdullah, B. (2016). Academic performance of senior secondary school students: Influence of parental encouragement and school environment. Rupkatha Journal on Interdisciplinary Studies in Humanities, 8(2), 12-19. http://dx.doi.org/10.21659/rupkatha.v8n2.02
    Norman, D. A., & Spohrer, J. C. (1996). Learner-centered education. Communications of the ACM, 39(4), 24–27. https://doi.org/10.1145/227210.227215
    Noyes, C., Pelkey, J., Rodgers, M.O., & Watson, M.K. (2019). Using Kolb’s learning cycle to improve student sustainability knowledge. Sustainability, 11(17), 4602. https://doi.org/10.3390/su11174602
    Orehovački, T. & Babić, S. (2015). Inspecting quality of games designed for learning programming. In P. Zaphiris, & A. Ioannou (Eds.), Learning and collaboration technologies (pp. 620-631). Springer International Publishing. https://doi.org/10.1007/978-3-319-20609-7_58
    Pallavicini, F., & Pepe, A. (2019, October17). Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions. In Extended abstracts of the annual symposium on computer-human interaction in play companion extended abstracts (pp. 195-210). https://doi.org/10.1145/3341215.3355736
    Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1–12. https://doi.org/10.1016/j.compedu.2008.06.004
    Partanen, L. (2020). How student-centred teaching in quantum chemistry affects students’ experiences of learning and motivation—a self-determination theory perspective. Chemistry Education Research and Practice, 21(1), 79–94. https://doi.org/10.1039/C9RP00036D
    Pesare, E., Roselli, T., Corriero, N., & Rossano, V. (2016). Game-based learning and gamification to promote engagement and motivation in medical learning contexts. Smart Learning Environments, 3(5), 1-21. https://doi.org/10.1186/s40561-016-0028-0
    Pilegard, C., & Mayer, R. E. (2018). Game over for Tetris as a platform for cognitive skill training. Contemporary Educational Psychology, 54, 29–41. https://doi.org/10.1016/j.cedpsych.2018.04.003
    Pine, R., Fleming, T., McCallum, S., & Sutcliffe, K. (2020). The effects of casual videogames on anxiety, depression, stress, and low mood: a systematic review. Games for Health Journal, 9(4), 255–264. https://doi.org/10.1089/g4h.2019.0132
    Pintrich, P. R., & Schunk, D. H. (2002). Motivation in education: Theory, research and applications. Pearson Education, Inc.
    Powers, K. L., Brooks, P. J., Aldrich, N. J., Palladino, M. A., & Alfieri, L. (2013). Effects of video-game play on information processing: A meta-analytic investigation. Psychonomic Bulletin & Review, 20, 1055–1079. https://doi.org/10.3758/s13423-013-0418-z
    Qian, J., Ma, Y., Pan, Z., & Yang, X. (2020). Effects of Virtual-real fusion on immersion, presence, and learning performance in laboratory education. Virtual Reality & Intelligent Hardware, 2(6), 569-584. https://doi.org/10.1016/j.vrih.2020.07.010
    Ramos-Diaz, J., Ramos-Sandoval, R., Király, O., Demetrovics, Z. (2018). An exploratory study on motivational predictors in internet gaming disorder among Peruvian gamers. Proceedings of the 2018 IEEE Sciences and Humanities International Research Conference (pp. 1-4 ). http://dx.doi.org/10.1109/SHIRCON.2018.8593048
    Rashid, T., & Asghar, H. M. (2016). Technology use, self-directed learning, student engagement and academic performance: Examining the interrelations. Computers in Human Behavior, 63, 604–612. https://psycnet.apa.org/doi/10.1016/j.chb.2016.05.084
    Rastegarpour, H., & Marashi, P. (2012). The effect of card games and computer games on learning of chemistry concepts. Procedia - Social and Behavioral Sciences, 31, 597–601. https://doi.org/10.1016/j.sbspro.2011.12.111
    Reschly, A. L., & Christenson, S. L. (2012). Jingle, jangle, and conceptual haziness: Evolution and future directions of the engagement construct. In S. L. Christenson, A. L. Reschly, & C. Wylie (Eds.), Handbook of research on student engagement (pp. 3–19). Springer. https://psycnet.apa.org/doi/10.1007/978-1-4614-2018-7_1
    Riopel, M., Nenciovici, L., Potvin, P., Chastenay, P., Charland, P., Sarrasin, J. B., Masson, S. (2019). Impact of serious games on science learning achievement compared with more conventional instruction: An overview and a meta-analysis. Studies in Science Education, 55(2), 169–214. https://doi.org/10.1080/03057267.2019.1722420
    Rivero, V. (2017). Spirit of play: Game-based learning. Internet@Schools, 24(4), 4-6. https://doi.org/10.1093/acprof:oso/9780195304381.003.0013
    Rogers S. (2014). Level up! The guide to great video game design. John Wiley & Sons.
    Rutrecht, H., Wittmann, M., Khoshnoud, S., & Igarzábal, F. A. (2021). Time speeds up during flow states: A study in virtual reality with the video game thumper. Timing & Time Perception, 9(4), 353–376. https://doi.org/10.1163/22134468-bja10033
    Schunk, D. H., & DiBenedetto, M. K. (2020). Motivation and social cognitive theory. Contemporary Educational Psychology, 60, 101832. https://doi.org/10.1016/j.cedpsych.2019.101832
    Shakarboevna, S. D. (2021). Modern teaching methods with computer games in the educational process. Eurasian Journal of Humanities and Social Sciences, 3, 118–120.
    Sugiyono. (2013). Educational research methods quantitative qpproach, qualitative, and R&D. Alfabeta.
    Taheri, A., Hassani, M., and Naveedy, A. (2021). Iranian teachers’ lived experience of virtual teaching in the early days of the coronavirus epidemic. Information and Communication Technology in Educational Sciences, 12(45), 87–107
    Tai, K.-H., Hong, J.-C., Chen, K.-F., & Lin, C.-L. (2024). Practicing drum on VR to promote rhythm performance: Exploring the learning progress related to incremental belief of rhythm, gameplay anxiety, flow experience, and perceived learning value. Entertainment Computing, 48, 100607.
    Tang, M. C., & Jhang, P. S. (2019). Music discovery and revisiting behaviors of individuals with different preference characteristics: An experience sampling approach. Journal of the Association for Information Science and Technology. 71(5), 540-552. https://doi.org/10.1002/asi.24259
    Thomas, D. A., & Nedeva, M. (2018). Broad online learning EdTech and USA universities: Symbiotic relationships in a post-MOOC world. Studies in Higher Education. 43 (10), 1730–1749. https://doi.org/10.1080/03075079.2018.1520415
    Thomas, K. F., & Barksdale-Ladd, M. A. (2000). Metacognitive processes: Teaching strategies in literacy education courses. Reading Psychology, 21(1), 67-84. https://doi.org/10.1080/027027100278356
    Trajkovik, V., Malinovski,T., Vasileva-Stojanovska,T., & Vasileva,M. (2018) Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes. PLoS one, 13(8), e0202172. https://doi.org/10.1371/journal.pone.0202172
    Tseng, C. R., Chu, H. C., Hwang, G. J., & Tsai, C. C. (2008). Development of an adaptive learning system with two sources of personalization information. Computers & Education, 51(2), 776–786. https://psycnet.apa.org/doi/10.1016/j.compedu.2007.08.002
    United Nations.( 2015). Transforming our world: the 2030 agenda for sustainable development. United Nations Department of Economic and Social AffairsSustainable Development. https://sdgs.un.org/publications/transforming-our-world-2030-agenda-sustainable-development-17981
    Usher, E. L., Ford, C. J., Li, C. R., & Weidner, B. L. (2019). Sources of math and science self-efficacy in rural Appalachia: A convergent mixed methods study. Contemporary Educational Psychology, 57, 32-53. https://doi.org/10.1016/j.cedpsych.2018.10.003
    Van Dijck, J., & Poell, T. (218). Social media platforms and education. In J. Burgess, A. Marwick, & T. Poell (Eds.), In The SAGE Handbook of Social Media (pp. 579-591). Sage. https://doi.org/10.4135/9781473984066
    Van Dijck, J., & Poell, T. (2018). Social media platforms and education. The SAGE handbook of social media (pp. 579–591). https://doi.org/10.4135/9781473984066
    Veach, C. C. (2019). Breaking out to break through: Re-imagining first-year orientations. Reference Services Review, 47, 556–569. https://doi.org/10.1108/RSR-06-2019-0039
    Viana, R. B., Dankel, S. J., Loenneke, J. P., Gentil, P., Vieira, C. A., Andrade, M. D. S., ... & de Lira, C. A. B. (2020). The effects of exergames on anxiety levels: A systematic review and meta‐analysis. Scandinavian Journal of Medicine & Science in Sports,30(7), 1100-1116. https://doi.org/10.1111/sms.13654
    Wang, L. H., Chen, B., Hwang, G. J., Guan, J. Q., & Wang, Y. Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis. International Journal of STEM Education, 9(1), 1-13. https://stemeducationjournal.springeropen.com/articles/10.1186/s40594-022-00344-0
    Wang, D., Guo, D., Song, C., Hao, L., & Qiao, Z. (2022). General self-efficacy and employability among financially underprivileged Chinese college students: The mediating role of achievement motivation and career aspirations. Frontiers in Psychology, 12, 719771. https://doi.org/10.3389/fpsyg.2021.719771
    Wang, Z. H., Yang, H. L., Yang, Y. Q., Liu, D., Li, Z. H., Zhang, X. R., ... & Mao, C. (2020). Prevalence of anxiety and depression symptom, and the demands for psychological knowledge and interventions in college students during COVID-19 epidemic: A large cross-sectional study. Journal of Affective Disorders, 275, 188–193. https://doi.org/10.1016/j.jad.2020.06.034
    Wigfield, A., & Eccles, J. S. (2000). Expectancy-value theory of achievement motivation. Contemporary Educational Psychology, 25, 68-81. https://doi.org/10.1006/ceps.1999.1015
    Wigfield, A., Tonks, S., & Klauda, S. T. (2009). Expectancy-value theory. In K. R. Wentzel & A. Wigfield (Eds.), Handbook of motivation at school (2nd ed., pp. 55–75). Routledge.
    Xu, S. (2022). Construct-oriented or goal-motivated? Interpreting test preparation of a high-stakes writing test from the perspective of expectancy-value theory. Frontiers in Psychology, 13, 846413. https://doi.org/10.3389/fpsyg.2022.846413
    Yan, G. (2022). The relationship between social persuasion and high school students’ self-efficacy in mathematics : A mediated moderating model. Journal of Mathematics Education, 31, 28–34.
    Yeh, Y. C., & Lin, C. S. (2018). Achievement goals influence mastery experience via two paths in digital creativity games among elementary school students. Journal of Computer Assisted Learning, 34(3), 223–232. https://doi.org/10.1111/jcal.12234
    Zeng, N., Gao, X., Liu, Y., Lee, J. E., & Gao, Z. (2018). Reliability of using motion sensors to measure children’s physical activity levels in exergaming. Journal of Clinical Medicine, 7(5), 100. https://doi.org/10.3390/jcm7050100
    Zhu L.(2020) The psychology behind video games during COVID‐19 pandemic: A case study of animal crossing. Human Behavior and Emerging Technologies, 3(1), 157-159. https://doi.org/10.1002/hbe2.221
    Zhu, M. (2021). Enhancing MOOC learners’ skills for self-directed learning. Distance Education, 42(3), 441–460. https://doi.org/10.1080/01587919.2021.1956302

    下載圖示
    QR CODE