A Case Study of Learning Behavior, Motivation and Flow Types on Axioms of Equality

碩士 === 國立臺北教育大學 === 數學暨資訊教育學系(含數學教育碩士班) === 102 === Though elementary school students in Taiwan have great achievement in mathematics, motivation in learning math is respectively low. Digital game-based learning is an effective way to raise the motivation. This paper aims on exploring the digital ga...

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Main Authors: Chia-Chun Liu, 劉家均
Other Authors: Jung-Chuan Yen
Format: Others
Language:zh-TW
Published: 2014
Online Access:http://ndltd.ncl.edu.tw/handle/dm995s
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spelling ndltd-TW-102NTPT04800102019-05-15T21:23:13Z http://ndltd.ncl.edu.tw/handle/dm995s A Case Study of Learning Behavior, Motivation and Flow Types on Axioms of Equality 國小等量公理數位遊戲學習行為、動機與心流類型之個案研究 Chia-Chun Liu 劉家均 碩士 國立臺北教育大學 數學暨資訊教育學系(含數學教育碩士班) 102 Though elementary school students in Taiwan have great achievement in mathematics, motivation in learning math is respectively low. Digital game-based learning is an effective way to raise the motivation. This paper aims on exploring the digital game learning behavior, motivation and flow types of the students learning the axioms of equality. This study is based on case-study. The nine study subjects were chosen from a class of twenty six students in a school in Sanxia District, New Taipei City. There were five periods of math per week studying the axiom of equality for three consecutive weeks, followed by 6-week digital game-based learning which took place during the time of morning self-study and lunch break. Each time it lasted for thirty minutes. With six times per week, it comes to 1080 minutes totally. The data was collected by video-taped, observation-recording, interviews and document analysis. By analyzing the collected data with the reference of game motivation factor chart, this study has the following results: 1. The learning behavior can be differentiated into four types: striving for perfect, fast upgrading, catching-up, and slow-progressing. 2. The motivations triggered by the game “Dragonbox” are challenge, curiosity, and entertainment. 3. The flow types of the study subjects can be differentiated into four types: enduring anxiety, anxious to flow state, enduring flow state and apathy to boredom. Based on the case study, this paper has following suggestions: First, in teaching, we think digital game-based learning should be related to the subject matter of mathematics. Secondly, for the program designer, we suggest the feedbacks should be clear and instant when the players manipulate incorrectly; hints can be provided when the player fails to solve the problems. Jung-Chuan Yen 顏榮泉 2014 學位論文 ; thesis 130 zh-TW
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description 碩士 === 國立臺北教育大學 === 數學暨資訊教育學系(含數學教育碩士班) === 102 === Though elementary school students in Taiwan have great achievement in mathematics, motivation in learning math is respectively low. Digital game-based learning is an effective way to raise the motivation. This paper aims on exploring the digital game learning behavior, motivation and flow types of the students learning the axioms of equality. This study is based on case-study. The nine study subjects were chosen from a class of twenty six students in a school in Sanxia District, New Taipei City. There were five periods of math per week studying the axiom of equality for three consecutive weeks, followed by 6-week digital game-based learning which took place during the time of morning self-study and lunch break. Each time it lasted for thirty minutes. With six times per week, it comes to 1080 minutes totally. The data was collected by video-taped, observation-recording, interviews and document analysis. By analyzing the collected data with the reference of game motivation factor chart, this study has the following results: 1. The learning behavior can be differentiated into four types: striving for perfect, fast upgrading, catching-up, and slow-progressing. 2. The motivations triggered by the game “Dragonbox” are challenge, curiosity, and entertainment. 3. The flow types of the study subjects can be differentiated into four types: enduring anxiety, anxious to flow state, enduring flow state and apathy to boredom. Based on the case study, this paper has following suggestions: First, in teaching, we think digital game-based learning should be related to the subject matter of mathematics. Secondly, for the program designer, we suggest the feedbacks should be clear and instant when the players manipulate incorrectly; hints can be provided when the player fails to solve the problems.
author2 Jung-Chuan Yen
author_facet Jung-Chuan Yen
Chia-Chun Liu
劉家均
author Chia-Chun Liu
劉家均
spellingShingle Chia-Chun Liu
劉家均
A Case Study of Learning Behavior, Motivation and Flow Types on Axioms of Equality
author_sort Chia-Chun Liu
title A Case Study of Learning Behavior, Motivation and Flow Types on Axioms of Equality
title_short A Case Study of Learning Behavior, Motivation and Flow Types on Axioms of Equality
title_full A Case Study of Learning Behavior, Motivation and Flow Types on Axioms of Equality
title_fullStr A Case Study of Learning Behavior, Motivation and Flow Types on Axioms of Equality
title_full_unstemmed A Case Study of Learning Behavior, Motivation and Flow Types on Axioms of Equality
title_sort case study of learning behavior, motivation and flow types on axioms of equality
publishDate 2014
url http://ndltd.ncl.edu.tw/handle/dm995s
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