期刊目錄列表 - 65卷(2020) - 【教育科學研究期刊】65(3)九月刊(本期專題:東南亞國家相關之教育研究)
Directory
遊戲自我效能、遊戲興趣、認知負荷與地理桌遊的遊玩自信心提升之相關研究
作者:國立臺灣師範大學學習科學跨國頂尖研究中心洪榮昭、國立臺灣師範大學工業教育學系王志美、國立臺北科技大學技術及職業教育研究所葉貞妮、國立臺灣師範大學創造力發展碩士在職專班吳鳳姝
卷期:65卷第3期
日期:2020年9月
頁碼:225-250
DOI:10.6209/JORIES.202009_65(3).0008
摘要:
本研究目的是探討透過使用本研究所設計的地理桌遊牌卡遊戲融入世界地理課程時,遊戲中學生的遊戲自我效能、遊戲興趣、認知負荷與地理桌遊的遊玩自信心提升之相關性為何。為達本研究目的,本研究從新北市國中蒐集149份有效資料,經由信度及效度檢驗後,使用VirtualPLS統計軟體進行研究模型驗證。研究結果顯示:在地理桌遊活動的情境中,遊戲自我效能對於遊戲興趣呈現正影響,遊戲自我效能與認知負荷呈現負影響;最後,遊戲興趣能有效地幫助地理桌遊的遊玩自信心提升,而認知負荷則會負向影響地理桌遊的遊玩自信心提升。由此可見,牌卡桌遊活動是可以融入地理課程的一種良好教學方式,如果學習內容設計得宜,透過玩中學的過程中,讓學習者獲得知識並進行複習。
關鍵詞:自信心提升、地理桌遊、遊戲興趣、認知負荷
《詳全文》
參考文獻:
- 王筱妮、梁淑坤(2018)。桌遊融入國小三年級數與計算課程之設計與反思。臺灣數學教師,39(2),23-49。doi:10.6610/TJMT.201810_39(2).0002【Wang, H.-N., & Leung, S.-K. (2018). A research on the development and integration of board game into 3rd grade number and operation instruction. Taiwan Journal of Mathematics Teachers, 39(2), 23-49. doi:10.6610/TJMT.201810_39(2).0002】
- 李金波(2009)。E-learning環境下學習者自我效能對認知負荷的影響。現代遠距離教育,124,39-41。doi:10.3969/j.issn.1001-8700.2009.04.010【Li, J.-B. (2009). The learner self-efficacy on the effects of cognitive load under E-learning environment. Modern Distance Education, 4, 39-41. doi:10.3969/j.issn.1001-8700.2009.04.010】
- 周敦寶(2010)。初中學生地理學習興趣之初探。新課程學習(學術教育),10,131。【Zhou, D.-B. (2010). A study among middle school students’ learning interests in geography. New Courses’ Study (Academic Education), 10, 131.】
- 洪榮昭、詹瓊華(2018)。共變推理遊戲:遊戲自我效能與後設認知影響遊戲中的焦慮、興趣及表現之研究。教育科學研究期刊,63(3),131-162。doi:10.6209/JORIES.201809_63(3).0005【Hong, J.-C., & Chan, C.-H. (2018). Game performance in covariation reasoning: The correlates between gameplay self-efficacy, and metacognition reflected gameplay anxiety and gameplay interest. Journal of Research in Education Sciences, 63(3), 131-162. doi:10.6209/JORIES.201809_63(3).0005】
- 戴育芳、鄭永熏(2017)。桌上遊戲融入國小閩南語教學對學生閩南語口語能力與學習自信心的影響。國際數位媒體設計學刊,9(2),54-62。【Tai, Y.-F., & Cheng, Y.-H. (2017). The impact of tabletop games engaged in Minnan language teaching on oral proficiency and self-confidence at learning: A case study at elementary school. International Journal of Digital Media Design, 9(2), 54-62.】
» 展開更多
- 王筱妮、梁淑坤(2018)。桌遊融入國小三年級數與計算課程之設計與反思。臺灣數學教師,39(2),23-49。doi:10.6610/TJMT.201810_39(2).0002【Wang, H.-N., & Leung, S.-K. (2018). A research on the development and integration of board game into 3rd grade number and operation instruction. Taiwan Journal of Mathematics Teachers, 39(2), 23-49. doi:10.6610/TJMT.201810_39(2).0002】
- 李金波(2009)。E-learning環境下學習者自我效能對認知負荷的影響。現代遠距離教育,124,39-41。doi:10.3969/j.issn.1001-8700.2009.04.010【Li, J.-B. (2009). The learner self-efficacy on the effects of cognitive load under E-learning environment. Modern Distance Education, 4, 39-41. doi:10.3969/j.issn.1001-8700.2009.04.010】
- 周敦寶(2010)。初中學生地理學習興趣之初探。新課程學習(學術教育),10,131。【Zhou, D.-B. (2010). A study among middle school students’ learning interests in geography. New Courses’ Study (Academic Education), 10, 131.】
- 洪榮昭、詹瓊華(2018)。共變推理遊戲:遊戲自我效能與後設認知影響遊戲中的焦慮、興趣及表現之研究。教育科學研究期刊,63(3),131-162。doi:10.6209/JORIES.201809_63(3).0005【Hong, J.-C., & Chan, C.-H. (2018). Game performance in covariation reasoning: The correlates between gameplay self-efficacy, and metacognition reflected gameplay anxiety and gameplay interest. Journal of Research in Education Sciences, 63(3), 131-162. doi:10.6209/JORIES.201809_63(3).0005】
- 戴育芳、鄭永熏(2017)。桌上遊戲融入國小閩南語教學對學生閩南語口語能力與學習自信心的影響。國際數位媒體設計學刊,9(2),54-62。【Tai, Y.-F., & Cheng, Y.-H. (2017). The impact of tabletop games engaged in Minnan language teaching on oral proficiency and self-confidence at learning: A case study at elementary school. International Journal of Digital Media Design, 9(2), 54-62.】
- Adams, D. M., & Clark, D. B. (2014). Integrating self-explanation functionality into a complex game environment: Keeping gaming in motion. Computers & Education, 73, 149-159. doi:10.1016/j.compedu.2014.01.002
- Ainley, M., & Hidi, S. (2014). Interest and enjoyment. In R. Pekrun & L. Linnenbrink-Garcia (Eds.), Educational psychology handbook series. International handbook of emotions in education (pp. 205-227). Abingdon-on-Thames, UK: Routledge.
- Amoroso, D., & Lim, R. (2017). The mediating effects of habit on continuance intention. International Journal of Information Management, 37(6), 693-702. doi:10.1016/j.ijinfomgt.2017.05.003
- Ariffin, M. M., Oxley, A., & Sulaiman, S. (2014). Evaluating game-based learning effectiveness in higher education. Procedia-Social and Behavioral Sciences, 123, 20-27. doi:10.1016/j.sbspro.2014.01.1393
- Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84(2), 191-215. doi:10.1037/0033-295X.84.2.191
- Bandura, A. (1986a). The explanatory and predictive scope of self-efficacy theory. Journal of Social and Clinical Psychology, 4(3), 359-373. doi:10.1521/jscp.1986.4.3.359
- Bandura, A. (1986b). Social foundation of thought and action: A social-cognitive view. Englewoods Cliffs, NJ: Prentice Hall.
- Bandura, A. (1997). Self-efficacy: The exercise of control. New York, NY: Henry Holt & Co.. doi:10.5860/choice.35-1826
- Basoglu, K. A., Fuller, M. A., & Sweeney, J. T. (2009). Investigating the effects of computer mediated interruptions: An analysis of task characteristics and interruption frequency on financial performance. International Journal of Accounting Information Systems, 10(4), 177-189. doi:10.1016/j.accinf.2009.10.003
- Biehle, L., & Jeffres, M. (2018). Play games and score points with students. The Clinical Teacher, 15(6), 445-450. doi:10.1111/tct.12763
- Buckley, P., & Doyle, E. (2017). Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market. Computers & Education, 106, 43-55. doi:10.1016/j.compedu.2016.11.009
- Chang, C.-C., Liang, C., Chou, P.-N., & Lin, G.-Y. (2017). Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness. Computers in Human Behavior, 71, 218-227. doi:10.1016/j.chb.2017.01.031
- Cheung, M.-Y., Luo, C., Sia, C. L., & Chen, H. (2009). Credibility of electronic word-of-mouth: Informational and normative determinants of on-line consumer recommendations. International Journal of Electronic Commerce, 13(4), 9-38. doi:10.2753/JEC1086-4415130402
- Chin, W. W. (1998). The partial least squares approach to structural equation modeling. In G. A. Marcoulides (Ed.), Modern methods for business research (pp. 295-336). Mahwah, NJ: Lawrence Erlbaum Associates.
- Chou, C., & Tsai, M.-J. (2007). Gender differences in Taiwan high school students’ computer game playing. Computers in Human Behavior, 23(1), 812-824. doi:10.1016/j.chb.2004.11.011
- Clark, R. C., & Mayer, R. E. (2016). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (4th ed.). Hoboken, NJ: John Wiley & Sons.
- Cordova, J. R., Sinatra, G. M., Jones, S. H., Taasoobshirazi, G., & Lombardi, D. (2014). Confidence in prior knowledge, self-efficacy, interest and prior knowledge: Influences on conceptual change. Contemporary Educational Psychology, 39(2), 164-174. doi:10.1016/j.cedpsych.2014.03.006
- Craig, A. B., Brown, E. R., Upright, J., & deRosier, M. E. (2016). Enhancing children’s social emotional functioning through virtual game-based delivery of social skills training. Journal of Child and Family Studies, 25(3), 959-968. doi:10.1007/s10826-015-0274-8
- Crane, N., Zusho, A., Ding, Y., & Cancelli, A. (2017). Domain-specific metacognitive calibration in children with learning disabilities. Contemporary Educational Psychology, 50, 72-79. doi:10.1016/j.cedpsych.2016.09.006
- D’Mello, S. (2013). A selective meta-analysis on the relative incidence of discrete affective states during learning with technology. Journal of Educational Psychology, 105(4), 1082-1099. doi:10.1037/a0032674
- de Jong, T. (2010). Cognitive load theory, educational research, and instructional design: Some food for thought. Instructional Science, 38(2), 105-134. doi:10.1007/s11251-009-9110-0
- Eisenack, K. (2013). A climate change board game for interdisciplinary communication and education. Simulation & Gaming, 44(2-3), 328-348. doi:10.1177/1046878112452639
- Feldon, D. F., Franco, J., Chao, J., Peugh, J., & Maahs-Fladung, C. (2018). Self-efficacy change associated with a cognitive load-based intervention in an undergraduate biology course. Learning and Instruction, 56, 64-72. doi:10.1016/j.learninstruc.2018.04.007
- Ferrari, J. R., & Dovidio, J. F. (2001). Behavioral information search by indecisives. Personality and Individual Differences, 30(7), 1113-1123. doi:10.1016/S0191-8869(00)00094-5
- Flowerday, T., & Shell, D. F. (2015). Disentangling the effects of interest and choice on learning, engagement, and attitude. Learning and Individual Differences, 40, 134-140. doi:10.1016/j.lindif.2015.05.003
- Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50.
- Franco-Mariscal, A. J., Oliva-Martínez, J. M., & Bernal-Márquez, S. (2012). An educational card game for learning families of chemical elements. Journal of Chemical Education, 89(8), 1044-1046. doi:10.1021/ed200542x
- Fryer, L. K., & Ainley, M. (2019). Supporting interest in a study domain: A longitudinal test of the interplay between interest, utility-value, and competence beliefs. Learning and Instruction, 60, 252-262. doi:10.1016/j.learninstruc.2017.11.002
- Galy, E., Cariou, M., & Mélan, C. (2012). What is the relationship between mental workload factors and cognitive load types? International Journal of Psychophysiology, 83(3), 269-275. doi:10.1016/j.ijpsycho.2011.09.023
- Gaudelli, W., & Heilman, E. (2009). Reconceptualizing geography as democratic global citizenship education. Teachers College Record, 111(11), 2647-2677.
- Gavas, R. D., Tripathy, S. R., Chatterjee, D., & Sinha, A. (2018). Cognitive load and metacognitive confidence extraction from pupillary response. Cognitive Systems Research, 52, 325-334. doi:10.1016/j.cogsys.2018.07.021
- Geoffrion, R., Lee, T., & Singer, J. (2013). Validating a self-confidence scale for surgical trainees. Journal of Obstetrics and Gynaecology Canada, 35(4), 355-361. doi:10.1016/S1701-2163(15)30964-6
- Gonzalez, L., & Kardong-Edgren, S. (2017). Deliberate practice for mastery learning in nursing. Clinical Simulation in Nursing, 13(1), 10-14. doi:10.1016/j.ecns.2016.10.005
- Groos, K. (1914). The play of man. New York, NY: Appleton Century.
- Hair, J. F., Jr., Black, W. C., Babin, B. J., & Anderson, R. E. (2010). Anderson multivariate data analysis (7th ed.). Upper Saddle River, NJ: Prentice Hall.
- Hair, J. F., Jr., Hult, G. T. M., Ringle, C., & Sarstedt, M. (2014). A primer on partial least squares structural equation modeling (PLS-SEM). Thousand Oaks, CA: Sage.
- Hair, J. F., Jr., Ringle, C. M., & Sarstedt, M. (2011). PLS-SEM: Indeed a silver bullet. Journal of Marketing Theory and Practice, 19(2), 139-152. doi:10.2753/MTP1069-6679190202
- Hawlitschek, A., & Joeckel, S. (2017). Increasing the effectiveness of digital educational games: The effects of a learning instruction on students’ learning, motivation and cognitive load. Computers in Human Behavior, 72, 79-86. doi:10.1016/j.chb.2017.01.040
- Henderson, D. (2005). Games: Making learning fun. Annual Review of Nursing Education, 3, 165-183.
- Henseler, J. (2018). Partial least squares path modeling: Quo vadis? Quality & Quantity, 52(1), 1-8. doi:10.1007/s11135-018-0689-6
- Henseler, J., Hubona, G., & Ray, P. A. (2016). Using PLS path modeling in new technology research: Updated guidelines. Industrial Management & Data Systems, 116(1), 2-20. doi:10.1108/IMDS-09-2015-0382
- Hidi, S., & Renninger, K. A. (2006). The four-phase model of interest development. Educational Psychologist, 41(2), 111-127. doi:10.1207/s15326985ep4102_4
- Hong, J.-C., Hwang, M.-Y., Chen, Y.-J., Lin, P.-H., Huang, Y.-T., Cheng, H.-Y., & Lee, C.-C. (2013). Using the saliency-based model to design a digital archaeological game to motivate players’ intention to visit the digital archives of Taiwan’s natural science museum. Computers & Education, 66, 74-82. doi:10.1016/j.compedu.2013.02.007
- Hong, J.-C., Hwang, M.-Y., Liu, M.-C., Ho, H.-Y., & Chen, Y.-L. (2014). Using a “prediction- observation–explanation” inquiry model to enhance student interest and intention to continue science learning predicted by their internet cognitive failure. Computers & Education, 72, 110-120. doi:10.1016/j.compedu.2013.10.004
- Hong, J.-C., Hwang, M.-Y., Szeto, E., Tsai, C.-R., Kuo, Y.-C., & Hsu, W.-Y. (2016). Internet cognitive failure relevant to self-efficacy, learning interest, and satisfaction with social media learning. Computers in Human Behavior, 55, 214-222. doi:10.1016/j.chb.2015.09.010
- Hong, J.-C., Hwang, M.-Y., Tai, K.-H., & Lin, P.-H. (2019). Improving cognitive certitude with calibration mediated by cognitive anxiety, online learning self-efficacy and interest in learning Chinese pronunciation. Educational Technology Research and Development, 67(3), 597-615. doi:10.1007/s11423-018-9628-4
- Hong, J.-C., Hwang, M.-Y., Tai, K.-H., & Tsai, C.-R. (2017). An exploration of students’ science learning interest related to their cognitive anxiety, cognitive load, self-confidence and learning progress using inquiry-based learning with an iPad. Research in Science Education, 47(6), 1193-1212. doi:10.1007/s11165-016-9541-y
- Hong, J.-C., Lin, M.-P., Hwang, M.-Y., Tai, K.-H., & Kuo, Y.-C. (2015). Comparing animated and static modes in educational gameplay on user interest, performance and gameplay anxiety. Computers & Education, 88, 109-118. doi:10.1016/j.compedu.2015.04.018
- Hong, J.-C., Lu, C.-C., Hwang, M.-Y., Kuo, Y.-C., Wang, C.-C., & Chou, C.-Y. (2015). Larvae phobia relevant to anxiety and disgust reflected to the enhancement of learning interest and self-confidence. Learning and Individual Differences, 42, 147-152. doi:10.1016/j.lindif.2015.08.024
- Hong, J.-C., Tai, K.-H., & Ye, J.-H. (2019). Playing a Chinese remote‐associated game: The correlation among flow, self‐efficacy, collective self‐esteem and competitive anxiety. British Journal of Educational Technology, 50(5), 2720-2735. doi:10.1111/bjet.12721
- Hoy, A. W., & Spero, R. B. (2005). Changes in teacher efficacy during the early years of teaching: A comparison of four measures. Teaching and Teacher Education, 21(4), 343-356. doi:10.1016/j.tate.2005.01.007
- Hsu, C.-Y., Chiou, G.-L., & Tsai, M.-J. (2019). Visual behavior and self-efficacy of game playing: An eye movement analysis. Interactive Learning Environments, 27(7), 942-952. doi:10.1080/10494820.2018.1504309
- Huang, W.-D., Johnson, T. E., & Han, S. H. C. (2013). Impact of online instructional game features on college students’ perceived motivational support and cognitive investment: A structural equation modeling study. The Internet and Higher Education, 17, 58-68. doi:10.1016/j.iheduc.2012.11.004
- Hui, E. C. M., & Bao, H. (2013). The logic behind conflicts in land acquisitions in contemporary China: A framework based upon game theory. Land Use Policy, 30(1) 373-380. doi:10.1016/j.landusepol.2012.04.001
- Jabbar, A. I. A., & Felicia, P. (2015). Gameplay engagement and learning in game-based learning: A systematic review. Review of Educational Research, 85(4), 740-779. doi:10.3102/0034654315577210
- Jaeggi, S. M., Studer-Luethi, B., Buschkuehl, M., Su, Y.-F., Jonides, J., & Perrig, W. J. (2010). The relationship between n-back performance and matrix reasoning-Implications for training and transfer. Intelligence, 38(6), 625-635. doi:10.1016/j.intell.2010.09.001
- Jiang, Y., & Kleitman, S. (2015). Metacognition and motivation: Links between confidence, self-protection and self-enhancement. Learning and Individual Differences, 37, 222-230. doi:10.1016/j.lindif.2014.11.025
- Jones, J. S., Tincher, L., Odeng-Otu, E., & Herdman, M. (2015). An educational board game to assist PharmD students in learning autonomic nervous system pharmacology. American Journal of Pharmaceutical Education, 79(8), 114. doi:10.5688/ajpe798114
- Josephsen, J. (2018). Cognitive load measurement, worked-out modeling, and simulation. Clinical Simulation in Nursing, 23, 10-15. doi:10.1016/j.ecns.2018.07.004
- Khan, A., & Pearce, G. (2015). A study into the effects of a board game on flow in undergraduate business students. The International Journal of Management Education, 13(3), 193-201. doi:10.1016/j.ijme.2015.05.002
- Krapp, A. (2002). Structural and dynamic aspects of interest development: Theoretical considerations from an ontogenetic perspective. Learning and Instruction, 12(4), 383-409. doi:10.1016/S0959-4752(01)00011-1
- Ku, O., Chen, S.-Y., Wu, D.-H., Lao, A. C.-C., & Chan, T.-W. (2014). The effects of game-based learning on mathematical confidence and performance: High ability vs. low ability. Educational Technology & Society, 17(3), 65-78.
- Landers, R. N., Armstrong, M. B., & Collmus, A. B. (2017). How to use game elements to enhance learning: Applications of the theory of gamified learning. In M. Ma & A. Oikonomou (Eds.), Serious games and edutainment applications (Vol. 2, pp. 457-483). Cham, Switzerland: Springer.
- Lazarides, R., Gaspard, H., & Dicke, A. (2019). Dynamics of classroom motivation: Teacher enthusiasm and the development of math interest and teacher support. Learning and Instruction, 60, 126-137. doi:10.1016/j.learninstruc.2018.01.012
- Leutner, D. (2014). Motivation and emotion as mediators in multimedia learning. Learning and Instruction, 29, 174-175. doi:10.1016/j.learninstruc.2013.05.004
- Linnenbrink, E. A., & Pintrich, P. R. (2003). The role of self-efficacy beliefs in student engagement and learning in the classroom. Reading & Writing Quarterly: Overcoming Learning Difficulties, 19(2), 119-137. doi:10.1080/10573560308223
- Liu, M., Rosenblum, J. A., Horton, L., & Kang, J. (2014). Designing science learning with game-based approaches. Computers in the Schools, 31(1-2), 84-102. doi:10.1080/07380569.2014.879776
- Maranges, H. M., Schmeichel, B. J., & Baumeister, R. F. (2017). Comparing cognitive load and self-regulatory depletion: Effects on emotions and cognitions. Learning and Instruction, 51, 74-84. doi:10.1016/j.learninstruc.2016.10.010
- Martin, D. P., & Rimm-Kaufman, S. E. (2015). Do student self-efficacy and teacher-student interaction quality contribute to emotional and social engagement in fifth grade math? Journal of School Psychology, 53(5), 359-373. doi:10.1016/j.jsp.2015.07.001
- Mayer, R. E. (2005). Principles for managing essential processing in multimedia learning: Segmenting, pre-training, and modality principles. In R. E. Mayer (Ed.), The Cambridge handbook of multimedia learning (pp. 169-182). Cambridge, UK: Cambridge University Press. doi:10.1017/CBO9780511816819.012
- Mayer, R. E. (2010). Seeking a science of instruction. Instructional Science, 38(2), 143-145. doi:10.1007/s11251-009-9113-x
- Meluso, A., Zheng, M., Spires, H. A., & Lester, J. (2012). Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning. Computers & Education, 59(2), 497-504.
- Murphy, P. K., & Alexander, P. A. (2000). A motivated exploration of motivation terminology. Contemporary Educational Psychology, 25(1), 3-53. doi:10.1006/ceps.1999.1019
- Ogershok, P. R., & Cottrell, S. (2004). The pediatric board game. Medical Teacher, 26(6), 514-517. doi:10.1080/01421590410001711553
- Parjanen, S., & Hyypiä, M. (2019). Innotin game supporting collective creativity in innovation activities. Journal of Business Research, 96, 26-34. doi:10.1016/j.jbusres.2018.10.056
- Park, B., Plass, J. L., & Brünken, R. (2014). Cognitive and affective processes in multimedia learning. Learning and Instruction, 29, 125-127. doi:10.1016/j.learninstruc.2013.05.005
- Pauw, I., & Béneker, T. (2015). A futures perspective in Dutch geography education. Futures, 66, 96-105. doi:10.1016/j.futures.2015.01.001
- Pavlas, D., Heyne, K., Bedwell, W., Lazzara, E., & Salas, E. (2010). Game-based learning: The impact of flow state and videogame self-efficacy. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 54(28), 2398-2402. doi:10.1177/154193121005402808
- Pitt, M. B., Borman-Shoap, E. C., & Eppich, W. J. (2015). Twelve tips for maximizing the effectiveness of game-based learning. Medical Teacher, 37(11), 1013-1017. doi:10.3109/0142159X.2015.1020289
- Plump, C. M., & LaRosa, J. (2017). Using Kahoot! In the classroom to create engagement and active learning: A game-based technology solution for eLearning novices. Management Teaching Review, 2(2), 151-158. doi:10.1177/2379298116689783
- Puspitasari, I., Syahputra, E. O., Raharjana, I. K., & Jie, F. (2018). The continuance intention of user’s engagement in multiplayer video games based on uses and gratifications theory. Journal of Information Systems Engineering and Business Intelligence, 4(2), 131-138. doi:10.20473/jisebi.4.2.131-138
- Reedy, G. B. (2015). Using cognitive load theory to inform simulation design and practice. Clinical Simulation in Nursing, 11(8), 355-360. doi:10.1016/j.ecns.2015.05.004
- Renninger, K. A., & Pozos-Brewer, R. K. (2015). Interest, psychology of. In J. D. Wright (Ed.), International encyclopedia of the social & behavioral sciences (2nd ed., pp. 378-385). Amsterdam, NL: Elsevier. doi:10.1016/B978-0-08-097086-8.26035-2
- Riggs, M. L., & Knight, P. A. (1994). The impact of perceived group success-failure on motivational beliefs and attitudes: A causal model. Journal of Applied Psychology, 79(5), 755-766. doi:10.1037/0021-9010.79.5.755
- Roni, S. M., Djajadikert, H., & Ahmad, M. A. N. (2015). PLS-SEM approach to second-order factor of deviant behaviour: Constructing perceived behavioural control. Procedia Economics and Finance, 28, 249-253. doi:10.1016/S2212-5671(15)01107-7
- Rotgans, J. I., & Schmidt, H. G. (2014). Situational interest and learning: Thirst for knowledge. Learning and Instruction, 32, 37-50. doi:10.1016/j.learninstruc.2014.01.002
- Rotgans, J. I., & Schmidt, H. G. (2017). Interest development: Arousing situational interest affects the growth trajectory of individual interest. Contemporary Educational Psychology, 49, 175-184. doi:10.1016/j.cedpsych.2017.02.003
- Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and wellbeing. American Psychologist, 55(1), 68-78. doi:10.1037/0003-066X.55.1.68
- Schmuck, H., & Arvin, M. K. (2018). Use of a board game format to promote interprofessional learning. Journal of Interprofessional Education & Practice, 12, 51-56. doi:10.1016/j.xjep.2018.05.007
- Schuberth, F., Henseler, J., & Dijkstra, T. K. (2018). Partial least squares path modeling using ordinal categorical indicators. Quality & Quantity, 52(1), 9-35. doi:10.1007/s11135-016-0401-7
- Schunk, D. H., Pintrich, P. R., & Meece, J. R. (2012). Motivation in education: Theory, research, and applications. Somerset, NJ: Pearson College Div.
- Schwarzer, R. (2014). Self-efficacy: Thought control of action. Abingdon-on-Thames, UK: Routledge.
- Schär, S. G., & Zimmermann, P. G. (2007). Investigating means to reduce cognitive load from animations: Applying differentiated measures of knowledge representation. Journal of Research on Technology in Education, 40(1), 64-78. doi:10.1080/15391523.2007.10782497
- Sera, L., & Wheeler, E. (2017). Game on: The gamification of the pharmacy classroom. Currents in Pharmacy Teaching and Learning, 9(1), 155-159. doi:10.1016/j.cptl.2016.08.046
- Sharma, P. N., Shmueli, G., Sarstedt, M., Danks, N., & Ray, S. (in press). Prediction‐oriented model selection in partial least squares path modeling. Decision Sciences. doi:10.1111/deci.12329
- Shen, B., Chen, A., & Guan, J. (2007). Using achievement goals and interest to predict learning in physical education. The Journal of Experimental Education, 75(2), 89-108. doi:10.3200/JEXE.75.2.89-108
- Sheu, H. B., Lent, R. W., Miller, M. J., Penn, L. T., Cusick, M. E., & Truong, N. N. (2018). Sources of self-efficacy and outcome expectations in science, technology, engineering, and mathematics domains: A meta-analysis. Journal of Vocational Behavior, 109, 118-136. doi:10.1016/j.jvb.2018.10.003
- Silvia, P. J. (2003). Self-efficacy and interest: Experimental studies of optimal incompetence. Journal of Vocational Behavior, 62(2), 237-249. doi:10.1016/S0001-8791(02)00013-1
- Su, C.-H. (2016). The effects of students’ motivation, cognitive load and learning anxiety in gamification software engineering education: A structural equation modeling study. Multimedia Tools and Applications, 75(16), 10013-10036. doi:10.1007/s11042-015-2799-7
- Svanberg, J., Öhman, P., & Neidermeyer, P. E. (2019). Auditor objectivity as a function of auditor negotiation self-efficacy beliefs. Advances in Accounting, 44, 121-131. doi:10.1016/j.adiac.2018.10.001
- Sweller, J. (2016). Cognitive load theory, evolutionary educational psychology, and instructional design. In D. Geary & D. Berch (Eds.), Evolutionary perspectives on child development and education (pp. 291-306). Cham, Switzerland: Springer. doi:10.1007/978-3-319-29986-0_12
- Trepte, S., & Reinecke, L. (2011). The pleasures of success: Game-related efficacy experiences as a mediator between player performance and game enjoyment. Cyberpsychology, Behavior, and Social Networking, 14(9), 555-557. doi:10.1089/cyber.2010.0358
- Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education, 52(1), 68-77. doi:10.1016/j.compedu.2008.06.008
- Üstündag, S., & Özcan, G. (2018). Effect of educational games on self-concept levels of inclusive students studying in secondary schools. Journal of Education and Training Studies, 6(10), 183-192. doi:10.11114/jets.v6i10.3365
- Vasile, C., Marhan, A. M., Singer, F. M., & Stoicescu, D. (2011). Academic self-efficacy and cognitive load in students. Procedia-Social and Behavioral Sciences, 12, 478-482. doi:10.1016/j.sbspro.2011.02.059
- Vogt, W. P. (2007). Quantitative research methods for professionals. Toronto, Canada: Pearson.
- White, K. A. (2009). Self-confidence: A concept analysis. Nursing Forum, 44(2), 103-114. doi:10.1111/j.1744-6198.2009.00133.x
- Wouters, P., & Van Oostendorp, H. (2013). A meta-analytic review of the role of instructional support in game-based learning. Computers & Education, 60(1), 412-425. doi:10.1016/j.compedu.2012.07.018
- Yap, T. F., Epps, J., Ambikairajah, E., & Choi, E. H. C. (2015). Voice source under cognitive load: Effects and classification. Speech Communication, 72, 74-95. doi:10.1016/j.specom.2015.05.007
- Yeşilyurt, E., Ulaş, A. H., & Akan, D. (2016). Teacher self-efficacy, academic self-efficacy, and computer self-efficacy as predictors of attitude toward applying computer-supported education. Computers in Human Behavior, 64, 591-601. doi:10.1016/j.chb.2016.07.038
- Yilmaz, R. (2016). Knowledge sharing behaviors in e-learning community: Exploring the role of academic self-efficacy and sense of community. Computers in Human Behavior, 63, 373-382. doi:10.1016/j.chb.2016.05.055
- Yue, C., Kim, J., Ogawa, R., Stark, E., & Kim, S. (2013). Applying the cognitive theory of multimedia learning: An analysis of medical animations. Medical Education, 47(4), 375-387. doi:10.1111/medu.12090
- Yun, R. J., Krystal, J. H., & Mathalon, D. H. (2010). Working memory overload: Fronto-limbic interactions and effects on subsequent working memory function. Brain Imaging and Behavior, 4(1), 96-108. doi:10.1007/s11682-010-9089-9
- Zhang, X., & Ardasheva, Y. (2019). Sources of college EFL learners’ self-efficacy in the English public speaking domain. English for Specific Purposes, 53, 47-59. doi:10.1016/j.esp.2018.09.004
- Zimmerman, B. J. (2000). Self-efficacy: An essential motive to learn. Contemporary Educational Psychology, 25(1), 82-91. doi:10.1006/ceps.1999.1016
中文APA引文格式 | 洪榮昭、王志美、葉貞妮、吳鳳姝(2020)。遊戲自我效能、遊戲興趣、認知負荷與地理桌遊的遊玩自信心提升之相關研究。教育科學研究期刊,65(3),225-250。doi:10.6209/JORIES.202009_65(3).0008 |
---|
APA Format | Hong, J.-C., Wang, C.-M., Ye, J.-N., & Wu, F.-S. (2020). The Relationship Among Gameplay Self-Efficacy, Gameplay Interest, Cognitive Load, and Self-Confidence Enhancement in Geography Board Games. Journal of Research in Education Sciences, 65(3), 225-250. 10.6209/JORIES.202009_65(3).0008 |
---|
Journal directory listing - Volume 65 (2020) - Journal of Research in Education Sciences【65(3)】September (Special Issue: Educational Research on Southeast Asian countries)
Directory
The Relationship Among Gameplay Self-Efficacy, Gameplay Interest, Cognitive Load, and Self-Confidence Enhancement in Geography Board Games
Author: Jon-Chao Hong (Institute for Research Excellence in Learning Sciences, National Taiwan Normal University), Chih-Mei Wang (Department of Industrial Education, National Taiwan Normal University), Jhen-Ni Ye (Graduate Institute of Technological & Vocational Education, National Taipei University of Technology), Feng-Shu Wu (In-service Master program of Creativity Development, National Taiwan Normal University)
Vol.&No.:Vol. 65, No.3
Date:September 2020
Pages:225-250
DOI:10.6209/JORIES.202009_65(3).0008
Abstract:
This study explored the integration of geography board games into a world geography curriculum. Through this game, students’ gameplay self-efficacy, gameplay interest, cognitive load, and self-confidence were evaluated. This study collected 149 valid data to test the reliability and validity, and VirtualPLS statistical software was employed. The study results demonstrated that in the context of geography board games, gameplay self-efficacy were positively correlated with gameplay interest and negatively correlated with cognitive load. Additionally, gameplay interest in geography board games was found to effectively improve self-confidence. The study results indicate that well-designed learning content enables learners’ knowledge gains and gives them the chance to review the content during the process of playing.
Keywords:self-confidence enhancement, geography board game, gameplay interest, cognitive load