透過遊戲化教學改善學習策略中動機與投入(英文稿)

Improving motivation and engagement of learning strategies through the employment of gamification

張瑋倫
Wei-Lun Chang

Doi:10.6925/SCJ.202309_19(3).0003


所屬期刊: 第19卷第3期 主編:國立彰化師範大學教育研究所教授
龔心怡
系統編號: vol074_03
主題: 課程與教學
出版年份: 2023
作者: 張瑋倫
作者(英文): Wei-Lun Chang
論文名稱: 透過遊戲化教學改善學習策略中動機與投入(英文稿)
論文名稱(英文): Improving motivation and engagement of learning strategies through the employment of gamification
共同作者:
最高學歷:
校院名稱:
系所名稱:
語文別: 英文
論文頁數: 26
中文關鍵字: 遊戲化策略;遊戲學習;動機;投入
英文關鍵字: Gamification strategy; game-based learning; motivation; engagement
服務單位: 國立臺北大學企業管理學系副教授
稿件字數: 7000
作者專長:
投稿日期: 2023/10/30
論文下載: pdf檔案icon
摘要(中文): 遊戲化應用於教育領域中已逐漸成為受歡迎的策略,本研究設計遊戲化課程整合修正的賓果遊戲,來提升學習涉入、動機以及學習績效。賓果遊戲能促使同學協同合作來複習學習的內容,本研究所提之遊戲化策略可協助教師採用現有賓果遊戲規則,以及整合同學必須學習的16 個概念,對應到16 個號碼的賓果卡中。本研究採用兩組學生進行實驗,A 組為42 位研究生,B 組為57 位大學生。實驗結果顯示,所使用之賓果遊戲,能改善研究生學習動機,並進一步提升學習績效,大學生的學習投入與學習績效亦會透過賓果遊戲改善。本研究亦進行單組實驗前後測與檢定,結果顯示學習的成效與結果有所提升,平均提升的百分比為A 組21% 以及B組9%,本研究期望透過成果呈現賓果遊戲之有效性,並貢獻於遊戲化策略與遊戲化學習領域。
摘要(英文): Gamification is an increasingly popular strategy in education. This study presents a gamified course with a bingo-like game that enhances learning engagement, motivation, and outcomes. Specifically, the bingo-like game features cards with must-learn concepts presented in 16 elements, and the game was designed to help students review the material collaboratively. In experiments (42 and 57 undergraduates in intervention and control groups, respectively), the game improved undergraduates’ engagement and learning performance. Specifically, the intervention and control groups exhibited improvements of 21% and 9% on posttest scores, respectively, relative to pretest scores. This study contributes to efforts at introducing gamification to education.
參考文獻: Albertazzi, D., Ferreira, M. G. G., & Forcellini, F. A. (2019). A wide view on gamification.Technology, Knowledge and Learning, 24(2), 191-202. https://doi.org/10.1007/s10758-018-9374-z

Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56-79. https://doi.org/10.1108/IJILT-02-2017-0009

Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M. T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics.Computers & Education, 53(1), 74-85. https://doi.org/10.1016/j.compedu.2008.12.020

Bai, S., Hew, K. F., Sailer, M., & Jia, C. (2021). From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement. Computers & Education, 173, 104297.
https://doi.org/10.1016/j.compedu.2021.104297

Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers &
Education, 94, 178-192. https://doi.org/10.1016/j.compedu.2015.11.003

Chen, C. H., Law, V., & Huang, K. (2019). The roles of engagement and competition on learner’s performance and motivation in game-based science learning. Educational Technology Research and Development, 67, 1003-1024. https://doi.org/10.1007/s11423-019-09670-7

Clark, D. B., Nelson, B. C., Chang, H. Y., Martinez-Garza, M., Slack, K., & D’Angelo, C. M. (2011). Exploring newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States. Computers and Education, 57(3), 2178-2195. https://doi.org/10.1016/j.compedu.2011.05.007

Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1),79-122. https://doi.org/10.3102/0034654315582065

Crisp, G. T. (2014). Assessment in next generation learning spaces. In K. Fraser (Ed.), The future of learning and teaching in next generation learning spaces (pp. 85-110). Emerald.
https://doi.org/10.1108/S1479-362820140000012009

Crocco, F., Offenholley, K., & Hernandez, C. (2016). A proof-of-concept study of game-based learning in higher education. Simulation & Gaming, 47(4), 403-422. https://doi.org/10.1177/1046878116632484

Dahalan, F., Alias, N., & Shaharom, M. S. N. (2023). Gamification and game based learning for vocational education and training: A systematic literature review. Education and Information Technologies. https://doi.org/10.1007/s10639-022-11548-w

De-Marcos, L., Dominguez, A., Saenz-de-Navarrete, J., & Pages, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education,75, 82-91. https://doi.org/10.1016/j.compedu.2014.01.012

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” In S. Deterding, D. Dixon, R. Khaled, & L.Nacke, Proceedings of the 15th International Academic MindTrek Conference:Envisioning future media environments, MindTrek 2011 (pp. 9-15). Association for
Computing Machinery. https://doi.org/10.1145/2181037.2181040

Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(9), 1-36. https://doi.org/10.1186/s41239-017-0042-5

Donnermann, M., Lein, M., Messingschlager, T., Riedmann, A., Schaper, P., Steinhaeusser, S.,& Lugrin, B. (2021). Social robots and gamification for technology supported learning:An empirical study on engagement and motivation. Computers in Human Behavior,121, 106792. https://doi.org/10.1016/j.chb.2021.106792

Dunn, T. J., & Kennedy, M. (2019). Technology enhanced learning in higher education;motivations, engagement and academic achievement. Computers & Education, 137, 104-113. https://doi.org/10.1016/j.compedu.2019.04.004

Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers and Education, 67, 156-167. https://
doi.org/10.1016/j.compedu.2013.02.019
Fernandes, C. S., Martins, M. M., Gomes, B. P., Gomes, J. A., & Goncalves, L. H. T. (2016).
Family Nursing Game: Developing a board game. Escola Anna Nery, 20(1), 33-37.
https://doi.org/10.5935/1414-8145.20160005
Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the
concept, state of the evidence. Review of Educational Research, 74(1), 59-109. https://
doi.org/10.3102/00346543074001059
Fredricks, J. A., Filsecker, M., & Lawson, M. A. (2016). Student engagement, context, and
adjustment: Addressing definitional, measurement, and methodological issues. Learning
and Instruction, 43, 1-4. https://doi.org/10.1016/j.learninstruc.2016.02.002
Garavan, T. N., Carbery, R., OMalley, G., & O’Donnell, D. (2010). Understanding participation
in e?learning in organizations: A large?scale empirical study of employees. International
Journal of Training and Development, 14(3), 155-168. https://doi.org/10.1111/j.1468-
2419.2010.00349.x
Gatti, L., Ulrich, M., & Seele, P. (2019). Education for sustainable development through
business simulation games: An exploratory study of sustainability gamification and its
effects on students’ learning outcomes. Journal of Cleaner Production, 207, 667-678.
https://doi.org/10.1016/j.jclepro.2018.09.130
Gliner, J. A., Morgan, G. A., & Harmon, R. J. (2003). Pretest-posttest comparison group designs:
Analysis and interpretation. Journal of the American Academy of Child and Adolescent
Psychiatry, 42(4), 500-503. https://doi.org/10.1097/01.CHI.0000046809.95464.BE
Gomez, E. A., Wu, D., & Passerini, K. (2010). Computer-supported team-based learning: The
impact of motivation, enjoyment and team contributions on learning outcomes. Computers
& Education, 55(1), 378-390. https://doi.org/10.1016/j.compedu.2010.02.003
Graham, I., & Richardson, E. (2008). Experiential gaming to facilitate cultural awareness: Its
implication for developing emotional caring in nursing. Learning in Health and Social
Care, 7(1), 37-45. https://doi.org/10.1111/j.1473-6861.2008.00168.x
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016).
Challenging games help students learn: An empirical study on engagement, flow and
immersion in game-based learning. Computers in Human Behavior, 54, 170-179. https://
doi.org/10.1016/j.chb.2015.07.045
Henrie, C. R., Halverson, L. R., & Graham, C. R. (2015). Measuring student engagement in
technology-mediated learning: A review. Computers & Education, 90, 36-53. https://doi.
org/10.1016/j.compedu.2015.09.005
Imran, H. (2023). An empirical investigation of the different levels of gamification in an
introductory programming course. Journal of Educational Computing Research, 61(4),
847-874. https://doi.org/10.1177/07356331221144074
Isen, A. M., & Reeve, J. (2005). The influence of positive affect on intrinsic and extrinsic
motivation: Facilitating enjoyment of play, responsible work behavior, and self-control.
Motivation and Emotion, 29(4), 295-323. https://doi.org/10.1007/s11031-006-9019-8
Jossan, K. S., Gauthier, A., & Jenkinson, J. (2021). Cultural implications in the acceptability
of game-based learning. Computers & Education, 174, 104305. https://doi.org/10.1016/
j.compedu.2021.104305
Kapp, K. M (2012). The gamification of learning and instruction: Game-based methods and
strategies for training and education. Pfeiffer.
Ke, F., Xie, K., & Xie, Y. (2016). Game?based learning engagement: A theory?and data?driven
exploration. British Journal of Educational Technology, 47(6), 1183-1201. https://doi.
org/10.1111/bjet.12314
Khalafalla, F. G., & Alqaysi, R. (2021). Blending team-based learning and game-based learning
in pharmacy education. Currents in Pharmacy Teaching and Learning, 13(8), 992-997.
https://doi.org/10.1016/j.cptl.2021.06.013
Kim, S. (2020). How a company’s gamification strategy influences corporate learning: A study
based on gamified MSLP (Mobile social learning platform). Telematics and Informatics,
57, 101505. https://doi.org/10.1016/j.tele.2020.101505
Koivisto, J., & Hamari, J., (2019). The rise of motivational information systems: A review of
gamification research. International Journal of Information Management, 45, 191-210.
https://doi.org/10.1016/j.ijinfomgt.2018.10.013
Krath, J., Schurmann, L., & von Korflesch, H. F. (2021). Revealing the theoretical basis of
gamification: A systematic review and analysis of theory in research on gamification,
serious games and game-based learning. Computers in Human Behavior, 125, 106963.
https://doi.org/10.1016/j.chb.2021.106963
Landers, R. N. (2014). Developing a theory of gamified learning: Linking serious games and
gamification of learning. Simulation & Gaming, 45(6), 752-768. https://doi.org/10.1177/
1046878114563660
Lavoue, E., Ju, Q., Hallifax, S., & Serna, A. (2021). Analyzing the relationships between
learners’ motivation and observable engaged behaviors in a gamified learning environment.
International Journal of Human-Computer Studies, 154, 102670. https://doi.org/10.1016/
j.ijhcs.2021.102670
Lester, D., Skulmoski, G. J., Fisher, D. P., Mehrotra, V., Lim, I., Lang, A., & Keogh, J. W.
(2023). Drivers and barriers to the utilisation of gamification and game-based learning
in universities: A systematic review of educators’ perspectives. British Journal of
Educational Technology, 54(6), 1748-1770. https://doi.org/10.1111/bjet.13311
Lew, C., & Saville, A. (2021). Game-based learning: Teaching principles of economics and
investment finance through Monopoly. The International Journal of Management
Education, 19(3), 100567. https://doi.org/10.1016/j.ijme.2021.100567
Li, H., Majumdar, R., Chen, M. R. A., & Ogata, H. (2021). Goal-oriented active learning
(GOAL) system to promote reading engagement, self-directed learning behavior, and
motivation in extensive reading. Computers & Education, 171, 104239. https://doi.
org/10.1016/j.compedu.2021.104239
Lin, C. H., Zhang, Y., & Zheng, B. (2017). The roles of learning strategies and motivation in
online language learning: A structural equation modeling analysis. Computers & Education,
113, 75-85. https://doi.org/10.1016/j.compedu.2017.05.014
Lin, H. H., Yen, W. C., & Wang, Y. S. (2018). Investigating the effect of learning method and
motivation on learning performance in a business simulation system context: An
experimental study. Computers & Education, 127, 30-40. https://doi.org/10.1016/j.
compedu.2018.08.008
Mayer, R. E. (2011). Multimedia learning and games. In S. Tobias & J. D. Fletcher (Eds.),
Computer games and instruction (pp. 281-305). IAP Information Age.
Miranda, C. (2020, April 24). Generation Z: Re-thinking teaching and learning strategies.
Faculty Focus. https://www.facultyfocus.com/articles/teaching-and-learning/generationz-
re-thinking-teaching-and-learning-strategies/
Murad, S. S. (2017). Brain involvement in the use of games in nursing education. Journal of
Nursing Education and Practice, 7(6), 90-94. https://doi.org/10.5430/jnep.v7n6p90
Ninaus, M., Greipl, S., Kiili, K., Lindstedt, A., Huber, S., Klein, E., Karnath, H., & Moeller,
K. (2019). Increased emotional engagement in game-based learning: A machine learning
approach on facial emotion detection data. Computers & Education, 142, 103641.
https://doi.org/10.1016/j.compedu.2019.103641
Pando Cerra, P., Fernandez Alvarez, H., Busto Parra, B., & Iglesias Cordera, P. (2022). Effects
of using game-based learning to improve the academic performance and motivation in
engineering studies. Journal of Educational Computing Research, 60(7), 1663-1687.
https://doi.org/10.1177/0735633122107402
Park, J., Kim, S., Kim, A., & Mun, Y. Y. (2019). Learning to be better at the game:
Performance vs. completion contingent reward for game-based learning. Computers &
Education, 139, 1-15. https://doi.org/10.1016/j.compedu.2019.04.016
Perini, S., Luglietti, R., Margoudi, M., Oliveira, M., & Taisch, M. (2018). Learning and
motivational effects of digital game-based learning (DGBL) for manufacturing
education: The Life Cycle Assessment (LCA) game. Computers in Industry, 102, 40-49.
https://doi.org/10.1016/j.compind.2018.08.005
Perrotta, C., Featherstone, G., Aston, H., & Houghton, E. (2013). Game-based learning: Latest
evidence and future directions. NFER.
Pesare, E., Roselli, T., Corriero, N., & Rossano, V. (2016). Game-based learning and gamification
to promote engagement and motivation in medical learning contexts. Smart Learning
Environments, 3. Article No. 5. https://doi.org/10.1186/s40561-016-0028-0
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning.
Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122
533
Putz, L. M., Hofbauer, F., & Treiblmaier, H. (2020). Can gamification help to improve education?
Findings from a longitudinal study. Computers in Human Behavior, 110, 106392. https://doi.
org/10.1016/j.chb.2020.106392
Qiao, S., Yeung, S. S. S., Zainuddin, Z., Ng, D. T. K., & Chu, S. K. W. (2023). Examining the
effects of mixed and non?digital gamification on students’ learning performance, cognitive engagement and course satisfaction. British Journal of Educational Technology, 54(1),
394-413. https://doi.org/10.1111/bjet.13249
Ramli, I. S. M., Maat, S. M., & Khalid, F. (2020). Game-based learning and student motivation
in mathematics. International Journal of Academic Research in Progressive Education
and Development, 9(2), 449-455. https://doi.org/10.6007/IJARPED/v9-i2/7487
Sabourin, J. L., & Lester, J. C. (2013). Affect and engagement in Game-based learning
environments. IEEE Transactions on Affective Computing, 5(1), 45-56. https://doi.
org/10.1109/T-AFFC.2013.27
Seemiller, C., & Megan, G. (2017). Generation Z: Educating and engaging the next generation
of students. About Campus: Enriching the Student Learning Experience, 22(3), 21-26.
https://doi.org/10.1002/abc.21293
Sharma, M. K., & Sharma, R. C. (2021). Innovation framework for excellence in higher
education institutions. Global Journal of Flexible Systems Management, 22(2), 141-155.
https://doi.org/10.1007/s40171-021-00265-x
Sharma, N., Sree, B. S., Aranha, V. P., & Samuel, A. J. (2019). Preserving pulmonary function
and functional capacity in children undergoing open abdominal surgery: A one group
pretest-posttest, quasiexperimental pilot trial. Journal of Pediatric Surgery, 55(10),
2191-2196. https://doi.org/10.1016/j.jpedsurg.2019.10.058
Sharour, L. A., Subih, M., Yehia, D., Suleiman, K., Salameh, A. B., & Al Kaladeh, M. (2018).
Teaching module for improving oncology nurses’ knowledge and self-confidence about
central line catheters caring, complications, and application: A pretest-post-test quasiexperimental
design. Journal of Vascular Nursing, 36(4), 203-207. https://doi.org/10.
1016/j.jvn.2018.07.005
Sobrino-Duque, R., Martinez-Rojo, N., Carrillo-de-Gea, J. M., Lopez-Jimenez, J. J., Nicolas,
J., & Fernandez-Aleman, J. L. (2022). Evaluating a gamification proposal for learning
usability heuristics: Heureka. International Journal of Human-Computer Studies, 161,
102774. https://doi.org/10.1016/j.ijhcs.2022.102774
Strickland, H. P., & Kaylor, S. K. (2016). Bringing your a-game: Educational gaming for
student success. Nurse Education Today, 40, 101-103. https://doi.org/10.1016/j.nedt.
2016.02.014
Sugahara, S., & Cilloni, A. (2021). Mediation effect of students’ perception of accounting on
the relationship between game-based learning and learning approaches. Journal of
Accounting Education, 56, 100730. https://doi.org/10.1016/j.jaccedu.2021.100730
Tapingkae, P., Panjaburee, P., Hwang, G. J., & Srisawasdi, N. (2020). Effects of a formative
assessment-based contextual gaming approach on students’ digital citizenship behaviours,
learning motivations, and perceptions. Computers & Education, 159(6), 103998. https://
doi.org/10.1016/j.compedu.2020.103998
Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: A
systematic literature review. International Journal of Educational Technology in Higher
Education, 14. Article No. 22. https://doi.org/10.1186/s41239-017-0062-1
Wang, I. L., Chen, Y. M., Jiang, Y. H., Wang, J., Chiu, W. C., & Chiu, Y. S. (2020). Immediate
effect of acupuncture on performance in the drop jump task: A single-group pretest–
post-test experimental study. European Journal of Integrative Medicine, 36, 101120.
https://doi.org/10.1016/j.eujim.2020.101120
Xiao, Y., & Hew, K. F. T. (2023). Intangible rewards versus tangible rewards in gamified
online learning: Which promotes student intrinsic motivation, behavioural engagement,
cognitive engagement and learning performance? British Journal of Educational Technology.
https://doi.org/10.1111/bjet.13361
Yazici, G., & Bulut, H. (2018). Efficacy of a care bundle to prevent multiple infections in the
intensive care unit: A quasi-experimental pretest-post-test design study. Applied Nursing
Research, 39, 4-10. https://doi.org/10.1016/j.apnr.2017.10.009
Yousef, D., Baadel, S., & Makad, R. (2014, November). Exploratory study on the impact of
game-based learning on student engagement. In B. Rachid (Ed.), 2014 International
Conference on Web and Open Access to Learning (ICWOAL) (pp. 1-4). IEEE. https://
doi.org/10.1109/ICWOAL.2014.7009239
Yu, Y. T., & Tsuei, M. (2022). The effects of digital game-based learning on children’s Chinese
language learning, attention and self-efficacy. Interactive Learning Environments. https://
doi.org/10.1080/10494820.2022.2028855
Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified
e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system. Computers & Education, 145, 103729. https://doi.
org/10.1016/j.compedu.2019.103729
Zhao, Q., & Huang, X. (2020). Individual differences in response to attributional praise in an
online learning environment. Educational Technology Research and Development, 68,
1069-1087. https://doi.org/10.1007/s11423-019-09720-0
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game
mechanics in web and mobile apps. O’Reilly