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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.author | Yi-Ling Liao | en |
dc.contributor.author | 廖宜玲 | zh_TW |
dc.date.accessioned | 2021-06-17T07:03:02Z | - |
dc.date.available | 2019-08-05 | |
dc.date.copyright | 2019-08-05 | |
dc.date.issued | 2019 | |
dc.date.submitted | 2019-07-30 | |
dc.identifier.citation | References
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dc.identifier.uri | http://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.abstract | Along 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.provenance | Made 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.tableofcontents | Verification 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.iso | en | |
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.title | Gamification in Education: Research on PaGamO | en |
dc.type | Thesis | |
dc.date.schoolyear | 107-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 江淳芳,葉丙成 | |
dc.subject.keyword | PaGamO,遊戲化,數位學習,誘因,線上課程, | zh_TW |
dc.subject.keyword | PaGamO,gamification,digital learning,incentive,online course, | en |
dc.relation.page | 31 | |
dc.identifier.doi | 10.6342/NTU201902046 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2019-07-30 | |
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 |
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