| Literature DB >> 34975642 |
Chia-Chen Chen1, Hsing-Ying Tu1.
Abstract
This study aims to investigate the effects of students' learning motivation and learning performance in a digital game-based learning setting and the structure of competition. This study uses Social Cognitive Theory, which emphasizes the bidirectional effects between personal factors, environmental factors, and behavior. We use the emotional state as the personal factor, social support as the environmental factor, learning performance as behavior. We also use self-efficacy and learning motivation as the mediating factors in the model. Data samples were collected from approximately 600 students in junior high schools in Taiwan. The students learned via either application or conventional lectures in three groups. The Control Group (CG) learned the course through a conventional learning approach. The Experimental group 1 (EG1) learned by a digital game, while Experimental Group 2 (EG2) learned through the digital game in combination with a structure that involved competing and entrepreneurship with classmates. The result of this research shows that the emotional state negatively affects learning motivation and self-efficacy, that self-efficacy will positively affect learning motivation, social support will positively affect self-efficacy, and self-efficacy and learning motivation will both positively affect learning performance. In addition, this research certifies previous works that entrepreneurs prefer to be more aggressive in competitions, have a high demand for accomplishment motivation, and are more likely to facilitate competitive over non-competitive environments.Entities:
Keywords: competitive; digital game-based learning; entrepreneurship; self-efficacy; social cognitive theory
Year: 2021 PMID: 34975642 PMCID: PMC8716945 DOI: 10.3389/fpsyg.2021.750711
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Social cognitive theory.
Figure 2Research model.
Figure 3Experiment procedure.
Figure 4Learning activities for CG.
Figure 6Learning activities for EG2.
Figure 7Model results. **p < 0.01; ***p < 0.001.
Figure 8Model result for CG. *p < 0.05; ***p < 0.001.
Figure 10Model result for EG2. *p < 0.05; **p < 0.01; ***p < 0.001.
| Items label | Initial items | ||||
|---|---|---|---|---|---|
| Section 1 | |||||
| ES1 | Just being in computer science class makes me feel stressed and nervous. | ||||
| ES2 | Doing computer practical activity takes all of my energy. | ||||
| ES3 | I start to feel stressed-out as soon as I begin my computer practical activity. | ||||
| ES4 | I get depressed when I think about learning computer science. | ||||
| SE1 | I'm certain I can understand the most difficult material presented in the readings for this course. | ||||
| SE2 | I'm confident I can understand the basic concepts taught in this course. | ||||
| SE3 | I'm confident I can understand the most complex material presented by the instructor in this course. | ||||
| SE4 | I expect to do well in this class. | ||||
| SE5 | Considering the difficulty of this course, I think I will do well in this class. | ||||
| SS1 | There are several people that I trust to help solve my problems. | ||||
| SS2 | There is no one that I feel comfortable to talking about intimate personal problems. | ||||
| SS3 | When I need suggestions on how to deal with a personal problem, I know someone I can turn to. | ||||
| SS4 | There is at least one person I know whose advice I really trust. | ||||
| LM1 | Learning computer science is interesting. | ||||
| LM2 | I am curious about discoveries in computer science. | ||||
| LM3 | The computer science I learn is relevant to my life. | ||||
| LM4 | Learning computer science makes my life more meaningful. | ||||
| LM5 | I enjoy learning computer science. | ||||
| LP1 | After the course, I have increased knowledge of binary conversion. | ||||
| LP2 | After the course, I could apply knowledge to practical situation. | ||||
| LP3 | After the course, I have more confidence in dealing with binary conversion problems. | ||||
| LP4 | After the course, I could gain experience and competence of problem-solving. | ||||
| Section 2 | |||||
| 1. Class: | |||||
| 2. Gender: M/F | |||||