Study on Learning Behaviors and Performance of Kids in Computer Games --A Case Study with Butterfly Ecology

碩士 === 國立臺南大學 === 數位學習科技學系 === 95 === The purpose of this study is to combine the characteristics of games and networked learning to create a computer game and investigate learning behaviors and performance of kids in the game. The game of the study uses butterfly ecology as the learning topic. The...

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Bibliographic Details
Main Authors: Shu-fen Ko, 柯淑分
Other Authors: Chi-Syan Lin
Format: Others
Language:zh-TW
Published: 2007
Online Access:http://ndltd.ncl.edu.tw/handle/81689540315736066874
Description
Summary:碩士 === 國立臺南大學 === 數位學習科技學系 === 95 === The purpose of this study is to combine the characteristics of games and networked learning to create a computer game and investigate learning behaviors and performance of kids in the game. The game of the study uses butterfly ecology as the learning topic. The system of computer game is able to record learning behaviors and performance of kids in the game for the purpose of investigation. The subjects in the empirical study were elementary school students; the number of valid samples was 205. Before the game-play, the subjects underwent pre-test activity, and after the game-play, they underwent post-test activity. After statistical analysis on the quantitative data with the t-test and the Pearson’ product-moment correlation, this study reveals: 1. Computer games can improve learning performance. 2. There is a significant correlation between time spent on playing games, frequency of playing games, and learning performance. 3. There is no significant correlation between browsing information and learning performance. 4. There is no significant correlation between interpersonal interaction and learning performance. Based on results of the study, related suggestions are provided for further research, in hopes that they will become references for future studies.