The Impact of Learning Motivation on Character-Nurturing and Competitive Game-Based Item Bank Practicing System

Jui-Chi Peng, Yuanxing Lai, Gwo-Haur Hwang
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Abstract

In Taiwan, the traditional approach in English learning can be experienced as dull and boring. As a result, it leads to a decline in learning motivation and learning effectiveness. Some scholars have pointed out that adding games into learning could enhance the learner's motivation. However, different game strategies may have different effects on learners' learning motivation. Therefore, this study explored how different types of systems (a character-nurturing game, a competitive game and traditional practice without games) impacted learners' motivation when blending those systems into learning. In order to study this issue, the researchers first developed three systems which were a character-nurturing game-based item bank practicing system, a competitive game-based item bank practicing system and an item bank practicing system without games. Then the researchers invited 125 first-graders from a junior college in northern Taiwan taking an English course, and conducted a nine-week teaching experiment. The results showed that the learners of the competitive-game group had significantly lower confidence and satisfaction than the learners of the character-nurturing-game group.
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学习动机对品格培养的影响及基于竞技游戏的道具库练习系统
在台湾,传统的英语学习方法枯燥乏味。因此,它导致学习动机和学习效果的下降。有学者指出,在学习中加入游戏可以增强学习者的学习动机。然而,不同的博弈策略对学习者的学习动机有不同的影响。因此,本研究探讨了不同类型的系统(角色培养游戏、竞争游戏和没有游戏的传统练习)在将这些系统融入学习时如何影响学习者的动机。为了研究这一问题,研究者首先开发了基于角色培养游戏的道具库练习系统、基于竞技游戏的道具库练习系统和无游戏的道具库练习系统三个系统。然后,研究人员邀请了125名台湾北部一所大专的一年级学生参加英语课程,并进行了为期9周的教学实验。结果表明:竞争性游戏组学生的自信心和满意度显著低于性格培育游戏组。
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