The Study of Intention to Learn in Game-Based Learning With a Smartphone

I. Liu
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引用次数: 1

Abstract

Fun games can generate a flow experience for players, and further increase their willingness to continue gameplay. However, an important issue that has long concerned educators and game developers is how to incorporate learning subjects into games and achieve the goal of learning through play. This study designed an English blockade-running game based on Greek and Roman mythology, and proposed a research model to predict future willingness of learners to use game-based learning with smartphones after flow experience. A total of 376 college students participated in this study. Data analysis revealed that the model achieved a good fit, and most hypotheses were supported. Finally, this study will further discuss and explain these phenomena in the educational setting, and also make suggestions for future development.
基于智能手机的游戏学习意向研究
有趣的游戏能够为玩家创造一种流体验,并进一步提高他们继续游戏的意愿。然而,教育工作者和游戏开发者长期关注的一个重要问题是,如何将学习主题融入游戏中,并通过游戏实现学习的目标。本研究设计了一款基于希腊和罗马神话的英语封锁线游戏,并提出了一个研究模型来预测学习者在心流体验后使用智能手机进行游戏学习的未来意愿。共有376名大学生参与了本研究。数据分析表明,模型拟合良好,大部分假设得到支持。最后,本研究将在教育情境中进一步探讨和解释这些现象,并对未来的发展提出建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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