标题: 利益诉求及赞美方式对于国小学生学习绩效和持续使用意图之影响
Effects of Benefit Appealing and Praise on Children's Learning Performance and Continuance Usage Intention
作者: 李和桦
Lee,Hee-Hua
王蕙芝
陈安斌
Hui-Chih Wan
An-Pin Chen
资讯管理研究所
关键字: 利益诉求、赞美方式、竞争焦虑、心流、学习绩效、持续使用意图;benefit appealing、praise type、competitive anxiety、flow、learning performance、continuance intention to use
公开日期: 2015
摘要: 过去已有许多研究证实“严肃游戏”所带来的学习绩效会比传统的授课方式要来的好,然而,鲜少有研究进一部探讨如何在严肃游戏中有效地提升玩家的学习绩效以及持续使用意图。在平板电脑渗透率快速成长、且政府机关大力推行国小“电子书包”的今日,如何设计激发学童自主学习、乐在学习的严肃游戏APP,是产官学都亟需获得的知识与经验。本研究根据文献,提出模型探究不同利益诉求(利己/利他)以及赞美方式(鼓掌/口头)的游戏设计组合是否会影响学童的竞争焦虑感与心流高低,进而影响其学习绩效或是游戏的持续使用意图。本研究采用实验室实验法,邀请77位6至13岁之国小孩童,实际花10-15分钟操作专为本研究开发的游戏APP,之后填写问卷。研究结果显示利己鼓掌组以及利他口语组的竞争焦虑感明显低于利他鼓掌组,且竞争焦虑感会与学习绩效呈显着的负相关。若日后游戏开发者目标是设计一个提升学习绩效的游戏,利己鼓掌组或是利他口语组的策略组合都是相对有效的选择。此外,本研究也发现竞争焦虑能够强化学习者的心流体验,且心流又会显着地增进持续使用意图。换言之,游戏的设计同时也必须保持相当的挑战性,方能透过竞争焦虑与心流,创造持续使用该严肃游戏进行学习的意图。
Numerous studies have shown that people learn better from serious games than from conventional media. However, little is known about how to enhance the learning performance and continuance intention to use of serious game. Because the fast growing of tablet PC and electronic school bag, how to design a serious game APP that can help to motivate children's autonomous learning behavior and learn with fun is a improtant issue for industry, official and university. According to literature, this research develop a 2 (self benefit/other benefit) × 2 (applause/verbal praise) game design for helping children reduce anxiety and improve their flow experience in game playing, we use experimental method and invite 77 elementary school students (ages 6-13) to play a game app in 10 minutes. Results indicated that the self benefit/applause and other benefit/verbal praise’s anxiety were lower than other benefit/applause, anxiety was negatively correlated to learning performance. Therefore the game designers could consider the self benefit/applause or other benefit/verbal praise game design to improving learning performance of children. In addition, results indicated that anxiety was significantly associated to flow, we also found that flow was significantly associated to continuance intention to use, these results implied that by enhancing learners’competitive anxiety can contribute to increased gameplay interest. Therefore the game designers could consider the game competitive to enhancing learners’interest toward serious game.
URI: http://140.113.39.130/cdrfb3/record/nctu/#GT070253430
http://hdl.handle.net/11536/126509
显示于类别:Thesis