The Effectiveness of Digital Games Instruction for Seventh Grade Students - Take An Example of “Digestive System”

碩士 === 國立彰化師範大學 === 生物學系 === 99 === Abstract According to the 2010 Taiwan Network Information Center survey, the highest percentage who play online games belongs to the people who are at age of 12 - 19.Thus, we can learn that online games have penetrated the lives of students deeply. Therefore, the...

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Bibliographic Details
Main Authors: Yen Yi-Ling, 顏羿玲
Other Authors: 林素華 博士
Format: Others
Language:zh-TW
Published: 2011
Online Access:http://ndltd.ncl.edu.tw/handle/26493819070125123533
Description
Summary:碩士 === 國立彰化師範大學 === 生物學系 === 99 === Abstract According to the 2010 Taiwan Network Information Center survey, the highest percentage who play online games belongs to the people who are at age of 12 - 19.Thus, we can learn that online games have penetrated the lives of students deeply. Therefore, the researcher develops Human Digestive System Digital game Instruction to understand students’ learning effects, and compares it with different teaching strategies, such as traditional instruction (TI),and the traditional computer based instruction (TCAI.) The research further inquires into factors affecting digital game instruction (DGI)learning effects, including gender and learning background. In the experiment, the sample selected six classes in the southern parts of Taiwan at a public junior high students, who are 212 students in total. In the research, the DGI uses the digital game teaching system which was developed by Yang(2009) and uses "digestive Achievement Test" and "digital games teaching experience questionnaire" to discuss the learning effectiveness and feelings of the students. Finally, the research quantifies the results of one way ANCOVA and single sample t test analysis. The results showed that TCAI was significantly better than others in learning effect. In memory retention, DGI and TCAI were significantly better than TI, especially for DGI, who has the highest will review after teaching. The relevant factors of affecting teaching effectiveness in the digital games, gender has no difference in learning effective. However, student achievement background is positively related to learning. The high achievement and the middle achievement of the students have better learning ability and memory retention. Besides, according to the results of the questionnaire, the feelings of the students for DGI is positive, and they can become more familiar with their learning and learning content in DGI. Therefore, DGI not only can enhance the interest in learning, but also raise teaching effectiveness. So the development of digital games teaching strategy is necessary and important.