DIGITAL LIBRARY
USING DIGITAL GAMES-BASED LEARNING APPROACH TO PASS TECHNICAL AND VOCATIONAL EXAMS
National Taichung Institute of Technology (TAIWAN)
About this paper:
Appears in: EDULEARN10 Proceedings
Publication year: 2010
Pages: 2675-2682
ISBN: 978-84-613-9386-2
ISSN: 2340-1117
Conference name: 2nd International Conference on Education and New Learning Technologies
Dates: 5-7 July, 2010
Location: Barcelona, Spain
Abstract:
The widespread application of digital technologies in learning (digital learning) has dramatically transformed the way we learn things. It not only offers greater flexibility in time and space, but also stimulates stronger motivation and better performance. Digital game-based learning is effective in stimulating the motivation of learning, when combined with simulated situated learning and mobile learning, will further improve learning performance.
The present study aimed to design a new type of digital game with rich story context and sound/lighting effects to convert the current prevailing traditional classroom learning for preparing students to pass technical and vocational exams, to a digital teaching material with better interaction, attractiveness, and therefore effectiveness, so that students using this game will be better guided and motivated to achieve effective learning, which is indicated by higher pass rate with less spent time.
The researchers designed a framework of teaching material based on the “Instructional System Design” (ISD), and integrated the “Media Richness Theory” (MRT), which emphasizing that the use of a large number of images and sounds as information transmission media, can improve information pass effect, and the “Flow Theory” (FT) which can allow learners to enter "ecstasy" of the realm, to produce “Digital Game-Based Learning”(DGBL) teaching materials. The purpose of this research is (1) to evaluate the degree of correlation between the learner's learning motivation and effectiveness, after adopting the “Digital Game-Based Learning” approach; (2) to survey the users of digital game-based learning to evaluate their degree of acceptance and satisfaction.

Keywords:
Digital Game-Based Learning(DGBL)、Flow Theory(FT)、Media Richness Theory(MRT)、Instructional System Design(ISD).