Integrating the Digital Game-Based Learning in ElementaryInsurance Education

碩士 === 國立臺北教育大學 === 教育傳播與科技研究所 === 107 === In the “12-year Basic Education Curriculum Outline”, insurance education is part of curriculum in the society, health and sports and comprehensive curriculum for elementary students. The purpose of this study was to explore the effects of integrating digita...

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Bibliographic Details
Main Authors: LU, HUI-CHUN, 盧慧君
Other Authors: TSUEI, MEMG-PING
Format: Others
Language:zh-TW
Published: 2019
Online Access:http://ndltd.ncl.edu.tw/handle/hw5unz
Description
Summary:碩士 === 國立臺北教育大學 === 教育傳播與科技研究所 === 107 === In the “12-year Basic Education Curriculum Outline”, insurance education is part of curriculum in the society, health and sports and comprehensive curriculum for elementary students. The purpose of this study was to explore the effects of integrating digital game-based learning in insurance education for elementary student. This study developed a digital game-based learning material, which used in insurance education for sixth-grade students. The quasi-experimental research was adopted in the study. There were 58 sixth graders in one of New Taipei City elementary school participated for four weeks. The experimental group students learned the concept of insurance by using digital game-based learning materials. The traditional instruction was implemented in the control group. The results were as follows: 1.The experimental group students who used the digital game learning showed significantly higher learning outcomes than the control group students. (1)Students’ scores in the experimental group were significantly higher than the students in the control group in overall learning outcomes. (2)The female students in the experimental group had higher scores than the female students in the control group. There was no significant difference between male students in the two groups. (3)Low-achieving students in the experiment group performed significantly higher the students in the control group in the learning outcomes. There was no significant difference in the learning outcome between the two groups of high-achieving students. 2.In the insurance education learning attitude, the experimental group students showed significantly higher than the control group students (1)The students in the experimental group showed significantly higher than the students in the control group in overall learning attitude. (2)The overall learning attitude scale and aspect of scale in motivation, self-efficacy and learning preference, the female students in the experimental group performed significantly higher than those in the control group. The male students in the experimental group performed significantly higher than those in the control group in overall learning preference. There were no significant differences in the other aspects of scale. (3)The low-achieving students in the experiment group showed significantly higher than those in the control group in the overall learning attitude scale and aspect of scale in motivation, self-efficacy and learning preference. There was no significant difference in the learning attitude between high-achieving students in two groups. 3.Students reported that they had positive attitude towards digital game- based learning materials which can improve learning motivation. They also believed that insurance education can help themselves in the future. Base on the findings of the study, the results of this study can contribute the digital game-based learning for elementary students.