{"title":"探索岛:通过在虚拟世界中混合学习任务和游戏任务来开发任务驱动的学习模型","authors":"Zhi-Hong Chen, Calvin C. Y. Liao, T. Chan","doi":"10.1109/DIGITEL.2010.52","DOIUrl":null,"url":null,"abstract":"Researchers has pointed out that educational game frameworks are still required more investigations to facilitate the harmony of game and learning, as well as its practical use in educational settings. In this paper, we propose a quest-driven learning model (1) to address the design issue how to blend learning tasks with game quests. (2) to explore its educational benefits on students’ goal setting and continual participation. To this end, a game-based environment, named Quest Island, is implemented based on this quest-driven learning model. In addition, an experiment was also conducted in a primary class to evaluate its effectiveness on three dimensions: goal setting, attempted quest, and accomplished rate. The questionnaire results showed that game quests can contribute to students’ goal content and goal intensity. Data of attempted quests also supported game quests’ positive influence on goal setting. However, students’ academic achievements did not reveal significant differences between the two versions with and without game quests.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"59 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Quest Island: Developing Quest-Driven Learning Model by Blending Learning Tasks with Game Quests in a Virtual World\",\"authors\":\"Zhi-Hong Chen, Calvin C. Y. Liao, T. Chan\",\"doi\":\"10.1109/DIGITEL.2010.52\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Researchers has pointed out that educational game frameworks are still required more investigations to facilitate the harmony of game and learning, as well as its practical use in educational settings. In this paper, we propose a quest-driven learning model (1) to address the design issue how to blend learning tasks with game quests. (2) to explore its educational benefits on students’ goal setting and continual participation. To this end, a game-based environment, named Quest Island, is implemented based on this quest-driven learning model. In addition, an experiment was also conducted in a primary class to evaluate its effectiveness on three dimensions: goal setting, attempted quest, and accomplished rate. The questionnaire results showed that game quests can contribute to students’ goal content and goal intensity. Data of attempted quests also supported game quests’ positive influence on goal setting. However, students’ academic achievements did not reveal significant differences between the two versions with and without game quests.\",\"PeriodicalId\":430843,\"journal\":{\"name\":\"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning\",\"volume\":\"59 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-04-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/DIGITEL.2010.52\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/DIGITEL.2010.52","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Quest Island: Developing Quest-Driven Learning Model by Blending Learning Tasks with Game Quests in a Virtual World
Researchers has pointed out that educational game frameworks are still required more investigations to facilitate the harmony of game and learning, as well as its practical use in educational settings. In this paper, we propose a quest-driven learning model (1) to address the design issue how to blend learning tasks with game quests. (2) to explore its educational benefits on students’ goal setting and continual participation. To this end, a game-based environment, named Quest Island, is implemented based on this quest-driven learning model. In addition, an experiment was also conducted in a primary class to evaluate its effectiveness on three dimensions: goal setting, attempted quest, and accomplished rate. The questionnaire results showed that game quests can contribute to students’ goal content and goal intensity. Data of attempted quests also supported game quests’ positive influence on goal setting. However, students’ academic achievements did not reveal significant differences between the two versions with and without game quests.