||In the research of this thesis，I design and implement a game-based learning environment. Many researchers have had researched on stimulating learning motivation through games. There are also many studies on the integral motivation. However, not many people deeply investigate that excepts for using games to stimulate learning motivation, if it is possible for us to use some game factors to influence motivation of learners during the process of completing their task. In order to achieve the purpose, I implement a game-based learning system that can be added different game factor in it. And, I use two game factors (one is the reward of completing a task and the other one is the difficulty of tasks) to investigate whether these two game factors can affect learners’ decision among different resources when learning a structural content. Finally, via experiment, I found that these two factors certainly affect the learners in their process of decision making.|
Bandura, A. (1994). Self-efficacy. Encyclopedia of human behavior, 4, 71-81. New York: Academic Press. (Reprinted in H. Friedman [Ed.], Encyclopedia of mental health. San Diego: Academic Press, 1998).
Burton, R. R. & Brown, J. S. (1976). A tutoring and student modeling paradigm for gaming enviroments. Computer Science and Education, ACM SIGCSE Bulletin, 8 (1), 236-246.
Crawford, C. (1984). The Art of Computer Game Design. New York: McGraw-Hill.
Csikszentmihalyi, M. (1990). Flow: the Psychology of Optimal Experience. New York: Harper & Row.
Dempsey, J. V., Lucassen, B. A., Haynes, L. L., & Casey, M. S. (1997). An Exploratory Study of Forty Computer Games. College of Education Technical Report No 97-2. Mobile, Alabama: University of Southern Alabama.
Driscoll, M. P. (1999). Psychology of learning for instruction (2nd ed.). Needham Heights, MA: Pearson Allyn & Bacon.
Druin, A. & Solomon, C. (1996). Design Multimedia Environments for Children. New York: John Wiley & Sons, Inc.
Keller, J. M. (1987). Strategies for stimulating the motivation to learn. Performance and Instruction, 26(8), 1-7
Malone, T. W. (1980). Toward a theory of intrinsically motivating instruction. Cognitive Science, 4, 333-369.
Minsky, M. (1986). "Position Paper about AMT's Future," Unpublished Paper MIT, p.4.
Novak, J. D., & Gowin D. B. (1984). Learning how to learn. New York: Cambridge University Press.
Prensky, M. (2001). Digital Game-Based Learning. New York: McGraw-Hill.
Shunk, D. H. (1990). Introduction to the special section on motivation and efficacy. Journal of Educational Psychology, 82, 3-6.
Siegel, M. A., & DiBello, L. V. (1980). Optimization of computerized drills: an instructional approach. CERL Report E-16. Urbana, IL: Computer-based Education Research Laboratory, University of Illinois.
Sousa, D. A. (2001). How the Brain Learns (2nd ed.). CA: Corwin Press.
Developing Geometry Concepts Using Computer Programming Environments. Available: http://illuminations.nctm.org/imath/prek2/GeometryConcepts/
LOGO Survey. Available:http://www.logosurvey.co.uk/logo/turtlegraphics.php