Examining the Effects of Using Game-based APP for High School Athletic-Class Students in Learning Physics
碩士 === 淡江大學 === 教育科技學系碩士班 === 103 === The purpose of this research was to investigate learning achievement, learning attitude, and learning motivation on athletic-class students in high school who thus received the digital game-based learning application to learn basic physics. This study utilized N...
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Other Authors: | |
Format: | Others |
Language: | zh-TW |
Published: |
2015
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Online Access: | http://ndltd.ncl.edu.tw/handle/mr4vtj |
Summary: | 碩士 === 淡江大學 === 教育科技學系碩士班 === 103 === The purpose of this research was to investigate learning achievement, learning attitude, and learning motivation on athletic-class students in high school who thus received the digital game-based learning application to learn basic physics.
This study utilized Newton Rabbit and Super Balance (Game-based APP) developed by Shyu & Chou (2012) as learning tools to explore whether it could improve learning attitude, motivation and enhance learning achievement in physics. This study adopted quasi-experimental research method. There were 89 high-school students from New Taipei City who were divided into an experimental group and a control group.
The results showed that high school students learning physics with digital game-based learning application had significant differences on learning achievement and learning motivation (p <.05) but not learning attitude. Results implied that high school students in athletic-class after the experiment significantly improved on learning achievement and motivation in physics as well.
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