Summary: | 碩士 === 元智大學 === 資訊傳播學系 === 105 === Literacy is the basis of reading, and handwriting is a significant strategy to teach literacy. However, the learning of handwriting requires a lot of practice, and students often lack motivation to practice. Previous studies indicate that game-based learning (especially pet-nurturing games) could benefit student learning and practice. Thus, this study proposes a learning system, named “CharacterMonster”, to promote students’ motivation for handwriting and increase their learning interest through nurturing and stage sub-models. In addition to the system development, this study also conducts two quasi-experiments with second-grade students to examine the influences of the CharacterMonster system on student learning.
The aim of Study One is to evaluate the influences of CharacterMonster system on students’ learning. To this end, a between-subject experiment (i.e., an experimental group and a control group) was conducted. The result indicated that (1) The CharacterMonster system improved student’s learning performance (2) No significant difference was found in terms of attitude aspect. The aim of Study Two is to further investigate the influences of CharacterMonster system on the control group students. To this end, a within-subject experiment was employed. The control group students used the CharacterMonster system to learn characters. In this way, their performance and perception before/after the CharacterMonster system usage could be further compared. The finding revealed that that (1) The CharacterMonster system improved student’s learning performance (2) The CharacterMonster system also had positive influences on students’ attitude, especially in the motivation aspect.
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