{"title":"游戏学习对英语专业大二学生英语写作自我效能感影响的比较研究","authors":"B. Yan","doi":"10.1145/3568739.3568747","DOIUrl":null,"url":null,"abstract":"Writer's self-efficacy plays an important role in their writing performance. Pajares believes writing performance can be \"predicted\" by students' self-efficacy. [1] In the traditional writing class, the teacher puts more emphasis on lecturing and practice, with weak means to promote writers' self-efficacy. To address this problem, with the introduction of online game-based learning like Kahoot, this study carries out an experiment to test the different influence on learners' self-efficacy based on game-based learning and traditional lecturing in terms of pre-class, during-class, post-class influences. Through the General Self-Efficacy Scale test(GSES), results show game-based learning is more effective in the pre-class and during-class phases, while fails to achieve better results in the post-class phase. Thus, a blended learning strategy with game-base learning as the main means in the pre-class and during-class phase and traditional writing-review-comment strategy in the post-class phase is suggested to improve learners' overall self-efficacy.","PeriodicalId":200698,"journal":{"name":"Proceedings of the 6th International Conference on Digital Technology in Education","volume":"83 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Comparative Research of the Influence of Game-based Learning on the Self-Efficacy of Sophomore English Majors in English Writing Course\",\"authors\":\"B. Yan\",\"doi\":\"10.1145/3568739.3568747\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Writer's self-efficacy plays an important role in their writing performance. Pajares believes writing performance can be \\\"predicted\\\" by students' self-efficacy. [1] In the traditional writing class, the teacher puts more emphasis on lecturing and practice, with weak means to promote writers' self-efficacy. To address this problem, with the introduction of online game-based learning like Kahoot, this study carries out an experiment to test the different influence on learners' self-efficacy based on game-based learning and traditional lecturing in terms of pre-class, during-class, post-class influences. Through the General Self-Efficacy Scale test(GSES), results show game-based learning is more effective in the pre-class and during-class phases, while fails to achieve better results in the post-class phase. Thus, a blended learning strategy with game-base learning as the main means in the pre-class and during-class phase and traditional writing-review-comment strategy in the post-class phase is suggested to improve learners' overall self-efficacy.\",\"PeriodicalId\":200698,\"journal\":{\"name\":\"Proceedings of the 6th International Conference on Digital Technology in Education\",\"volume\":\"83 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-09-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 6th International Conference on Digital Technology in Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3568739.3568747\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 6th International Conference on Digital Technology in Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3568739.3568747","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Comparative Research of the Influence of Game-based Learning on the Self-Efficacy of Sophomore English Majors in English Writing Course
Writer's self-efficacy plays an important role in their writing performance. Pajares believes writing performance can be "predicted" by students' self-efficacy. [1] In the traditional writing class, the teacher puts more emphasis on lecturing and practice, with weak means to promote writers' self-efficacy. To address this problem, with the introduction of online game-based learning like Kahoot, this study carries out an experiment to test the different influence on learners' self-efficacy based on game-based learning and traditional lecturing in terms of pre-class, during-class, post-class influences. Through the General Self-Efficacy Scale test(GSES), results show game-based learning is more effective in the pre-class and during-class phases, while fails to achieve better results in the post-class phase. Thus, a blended learning strategy with game-base learning as the main means in the pre-class and during-class phase and traditional writing-review-comment strategy in the post-class phase is suggested to improve learners' overall self-efficacy.