Skip navigation

DSpace

機構典藏 DSpace 系統致力於保存各式數位資料(如:文字、圖片、PDF)並使其易於取用。

點此認識 DSpace
DSpace logo
English
中文
  • 瀏覽論文
    • 校院系所
    • 出版年
    • 作者
    • 標題
    • 關鍵字
    • 指導教授
  • 搜尋 TDR
  • 授權 Q&A
    • 我的頁面
    • 接受 E-mail 通知
    • 編輯個人資料
  1. NTU Theses and Dissertations Repository
  2. 社會科學院
  3. 經濟學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/72662
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor林明仁(Ming-Jen Lin)
dc.contributor.authorYi-Ling Liaoen
dc.contributor.author廖宜玲zh_TW
dc.date.accessioned2021-06-17T07:03:02Z-
dc.date.available2019-08-05
dc.date.copyright2019-08-05
dc.date.issued2019
dc.date.submitted2019-07-30
dc.identifier.citationReferences
Jess Benhabib, and Mark M. Spiegel, “The Role of Human Capital in Economic Development Evidence from Aggregate Cross-country Data,” Journal of Monetary Economics, 34 (1994), 143-173.
Robert J. Barro, “Human Capital and Growth,” American economic review, VOL. 91 NO. 2 (2001).
Abhijit V. Banerjee, and Esther Duflo, “(Dis)organization and Success in an Economics MOOC,” American Economic Review, VOL. 104 NO. 5 (2014), 514-518
Rene F. Kizilcec, Mar Perez-Sanagustín, and Jorge J. Maldonado, “Self-regulated Learning Strategies Predict Learner Behavior and Goal Attainment in Massive Open Online Courses,” Computers & Education, 104 (2017), 18-33
Nan Li, Himanshu Verma, Afroditi Skevi, Guillaume Zufferey, Jan Blom, and Pierre Dillenbourg, “Watching MOOCs Together: Investigating Co-located MOOC Study Groups,” Distance Education- Taylor & Francis Online, VOL. 35 (2014), 217-233
Simone Haug, Katrin Wodzicki, Ulrike Cress, and Johannes Moskaliuk, “Self-Regulated Learning in MOOCs: Do Open Badges and Certificates of Attendance Motivate Learners to Invest More?” EMOOCs, 2014
Wu-Chun Liao, “The Effects of Integrating Digital Game-Based Learning into Cooperative Learning on Elementary Students’ Mathematics Achievement and Flow Experience,” International Journal on Digital Learning Technology, VOL. 11 NO. 1 (2019), 1-22
Chi-Cheng Chang, and Kun-You Lin, “From Traditional e-Learning to Digital Game-Based Learning: Learning Performance, Flow Experience and Cognitive Load,” Chinese Journal of Science Education, VOL. 24 NO. 3 (2016), 221-248
Wan-Jen Chang, “An Exploring of the Learning Outcomes and Playability in Application Facebook Game to Support Elementary Plant Learning,” International Journal on Digital Learning Technology, VOL. 7 NO. 1 (2015), 29-58
AdriánDomínguez, JosebaSaenz-de-Navarrete, Luisde-Marcos, LuisFernández-Sanz, CarmenPagés, and José-JavierMartínez-Herráiz, “Gamifying learning experiences: Practical implications and outcomes,” Computers & Education, VOL. 63 (2013), 380-392
Hsien-Sheng Hsiao, Yuan-Hui Huang, Wan-Ti Hong, Chien-Yu Lin, and Fu-Hsing Tsai, “The Study of Online Game-based Learning System with Learning Companion,” International Journal on Digital Learning Technology, VOL. 2 NO. 2 (2010), 1-21
MarinaPapastergiou, “Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation,” Computers & Education, VOL. 52 (2009), 1-12
Leonardo Bursztyn, and Robert Jensen, “How Does Peer Pressure Affect Educational Investments?” The Quarterly Journal of Economics, VOL. 130 Issue 3 (2015), 1329–1367
Kai-Hsiang Yang, “The WebQuest model effects on mathematics curriculum learning in elementary school
students,” Computers & Education, VOL. 72 (2014), 158-166
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/72662-
dc.description.abstract隨著科技發展,人們取得教育資源的途徑也十分多元,線上課程是其中之一,然而,教育成本降低,卻出現線上課程學習效率不佳的問題,例如完成課程比率不高的現象,而線上遊戲學習成為一種可能的解決方式。本研究以台灣線上遊戲平台PaGamO的資料進行分析,發現線上遊戲學習有助於提升學生的學習誘因。由於該平台所提供的遊戲之一'魔王戰',有人數上的限制,使得玩家隨機被挑選進入該遊戲。以成功進入魔王戰的機率作為主要的解釋變數,分別分析參加魔王戰的機率對於學生學習動力、答對題數的影響。從回歸結果中,我們發現,無論是兩個月整體的影響,或是以周計算的短期影響,成功進入機率與學生想參加遊戲的次數,呈現顯著正相關,此為魔王戰有助提升學生學習誘因之證據。zh_TW
dc.description.abstractAlong with the advancement of technology, online learning has become a common channel for people to acquire knowledge and new skills. When using educational materials in conjunction with an online game, students may have more incentives to continue learning and, thus, improve certain abilities. To test this hypothesis, we analyze data on PaGamO* (a popular online learning game system in Taiwan). We consider a natural experiment in which the randomness of joining the boss fight provides a niche for research. The empirical analysis contains two parts: the first part shows the overall two-month results, and the second part displays the results in a week-by-week format (eight weeks in total). Both formats show that the number of users attempting to play the game is positively correlated with the successful entry rate of the boss fight. This observation is proof that the boss fight treatment increases students’ activeness in learning. Furthermore, we find a significant positive relation between the number of correct answers and the successful entry rate in the second analysis. Other noteworthy issues, such as the cycle of students’ learning behavior in days and the students’ aggressive attack behavior, are included in the discussion section. Overall, our evidence confirms the positive effect of learning gamification on students’ learning motivation.
*We thank BoniO Incorporation for cooperating with us. We are grateful to the executive, Benson, who shares his experiences and comes up with the research idea together; Alan and other team members, help approach data and be consulted for the details of variables.
en
dc.description.provenanceMade available in DSpace on 2021-06-17T07:03:02Z (GMT). No. of bitstreams: 1
ntu-108-R06323024-1.pdf: 885801 bytes, checksum: f4aacb3729b5bf1583ae5b16023e2f0d (MD5)
Previous issue date: 2019
en
dc.description.tableofcontentsVerification letter from the Oral Examination Committee ...i
Memorandum of Understanding ...ii
Chinese Abstract ...iii
English Abstract ...iv
Table of Contents ...v
List of Tables ...vi
List of Figures ...vii
Section 1 Introduction ...1
Section 2 Literature Review ...3
Section 3 Background and Data Description ...6
Section 4 Variables Definition and Summary Statistics ...8
Section 5 Empirical Analysis ...12
Entire Two-Month Data ...12
Week-by-Week Data ...18
Section 6 Discussion ...21
Section 7 Conclusion ...25
References ...27
Appendix ...28
dc.language.isoen
dc.subjectPaGamOzh_TW
dc.subject遊戲化zh_TW
dc.subject數位學習zh_TW
dc.subject誘因zh_TW
dc.subject線上課程zh_TW
dc.subjectincentiveen
dc.subjectgamificationen
dc.subjectdigital learningen
dc.subjectonline courseen
dc.subjectPaGamOen
dc.title遊戲化學習對學生學業表現影響: 以PaGamO資料為例zh_TW
dc.titleGamification in Education: Research on PaGamOen
dc.typeThesis
dc.date.schoolyear107-2
dc.description.degree碩士
dc.contributor.oralexamcommittee江淳芳,葉丙成
dc.subject.keywordPaGamO,遊戲化,數位學習,誘因,線上課程,zh_TW
dc.subject.keywordPaGamO,gamification,digital learning,incentive,online course,en
dc.relation.page31
dc.identifier.doi10.6342/NTU201902046
dc.rights.note有償授權
dc.date.accepted2019-07-30
dc.contributor.author-college社會科學院zh_TW
dc.contributor.author-dept經濟學研究所zh_TW
顯示於系所單位:經濟學系

文件中的檔案:
檔案 大小格式 
ntu-108-1.pdf
  未授權公開取用
865.04 kBAdobe PDF
顯示文件簡單紀錄


系統中的文件,除了特別指名其著作權條款之外,均受到著作權保護,並且保留所有的權利。

社群連結
聯絡資訊
10617臺北市大安區羅斯福路四段1號
No.1 Sec.4, Roosevelt Rd., Taipei, Taiwan, R.O.C. 106
Tel: (02)33662353
Email: ntuetds@ntu.edu.tw
意見箱
相關連結
館藏目錄
國內圖書館整合查詢 MetaCat
臺大學術典藏 NTU Scholars
臺大圖書館數位典藏館
本站聲明
© NTU Library All Rights Reserved