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Jingnan Campaign-Using Game-Based Assessment with the Mechanism of Strategy Games for History Teaching: System Development and Learning Evaluation

机译:景南活动 - 利用基于比赛的评估与历史教学的战略游戏机制:系统开发和学习评估

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Game-based assessment applied to history teaching practice is less explored in the previous studies. The purpose of the present study aims to develop a game-based history assessment system and investigate learners' technology acceptance, flow state, and learning achievement. Twenty-nine college students from northern Taiwan were recruited. The results showed that in terms of the perceived usefulness of technology acceptance model and flow state, the learners had positive feedback. With regard to learning achievement, the learners made a significant progress after using the game-based assessment system. In addition, the present study found that flow state was positively associated with learning achievement and significantly explained the variability of the learning achievement to a certain extent. With respect to gender difference, there was no significant difference in technology acceptance, flow state, and learning achievement, which indicates this game-based assessment system is not unsuitable for learners of both genders.
机译:基于游戏的评估适用于历史教学实践在以前的研究中探讨。本研究的目的旨在开发基于比赛的历史评估系统,并调查学习者的技术验收,流动状态和学习成就。来自台湾北部的二十九所大学生被招募。结果表明,就技术验收模型和流动状态的感知有用性而言,学习者有积极的反馈。关于学习成果,学习者在使用基于比赛的评估系统后取得了重大进展。此外,本研究发现,流量状态与学习成果正相关,并显着解释了一定程度的学习成果的可变性。关于性别差异,技术验收,流动状态和学习成就没有显着差异,这表明这一基于比赛的评估系统并不适合两个人的学习者。

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