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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ndltd-TW-103TKU056200312019-05-15T22:34:05Z http://ndltd.ncl.edu.tw/handle/mr4vtj Examining the Effects of Using Game-based APP for High School Athletic-Class Students in Learning Physics 數位遊戲式APP對中學體育班學習成效評估-以高中物理力學篇為例 Hui-Wei Wu 吳慧葳 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. Hsin-Yih Shyu 徐新逸 2015 學位論文 ; thesis 83 zh-TW |
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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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Hsin-Yih Shyu |
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Hsin-Yih Shyu Hui-Wei Wu 吳慧葳 |
author |
Hui-Wei Wu 吳慧葳 |
spellingShingle |
Hui-Wei Wu 吳慧葳 Examining the Effects of Using Game-based APP for High School Athletic-Class Students in Learning Physics |
author_sort |
Hui-Wei Wu |
title |
Examining the Effects of Using Game-based APP for High School Athletic-Class Students in Learning Physics |
title_short |
Examining the Effects of Using Game-based APP for High School Athletic-Class Students in Learning Physics |
title_full |
Examining the Effects of Using Game-based APP for High School Athletic-Class Students in Learning Physics |
title_fullStr |
Examining the Effects of Using Game-based APP for High School Athletic-Class Students in Learning Physics |
title_full_unstemmed |
Examining the Effects of Using Game-based APP for High School Athletic-Class Students in Learning Physics |
title_sort |
examining the effects of using game-based app for high school athletic-class students in learning physics |
publishDate |
2015 |
url |
http://ndltd.ncl.edu.tw/handle/mr4vtj |
work_keys_str_mv |
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