In recent years, digital game-based learning (DGBL) has attracted the attention of many researchers. Take the advantages of the features of digital games, such as providing immediate feedback, and integrating rewards and challenge mechanisms, DGBL can create an entertaining learning environment that enhances learning motivation and learning effectiveness. Therefore, DGBL has been widely adopted in different disciplines. Many studies have applied DGBL to English learning. However, most of the past studies mainly focused on vocabulary and reading. There were few studies focused on English listening and speaking in DGBL research. On the other hand, there are individual differences among learners, which may affect learning to varying degrees. Due to the combination of diversified game and learning contents in DGBL environments, learners with different performance goal orientation may exhibit different preferences and different ways of interacting with the goals of the game and learning activities, which may affect their motivation and achievement-related behavior in DGBL environments. Therefore, the main objectives of this project are to develop a DGBL environment for English listening and speaking by considering the characteristics of different performance goal orientation (performance-approach and performance-avoidance goals), as well as to conduct empirical studies to investigate the effects of different performance goal orientation (performance-approach and performance-avoidance goals) on learning performance, game performance, and learning behavior.
|Effective start/end date||1/08/20 → 31/07/21|
UN Sustainable Development Goals
In 2015, UN member states agreed to 17 global Sustainable Development Goals (SDGs) to end poverty, protect the planet and ensure prosperity for all. This project contributes towards the following SDG(s):
- digital game-based learning
- computer assisted language learning
- performance goal orientation
- performance-approach goal
- performance-avoidance goal
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