期刊
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY
卷 50, 期 5, 页码 2720-2735出版社
WILEY
DOI: 10.1111/bjet.12721
关键词
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This study adapted a Chinese remote-associated game for team competition, and explored the correlates between self-efficacy in Chinese word learning, competitive anxiety, collective self-esteem in gameplay and flow experience. A total of 206 valid data was collected from fifth-grade students. The results of the confirmatory factor analysis and structural equation modeling showed that while self-efficacy in Chinese word learning was positively related to collective self-esteem, it was negatively related to competitive anxiety. It was also found that collective self-esteem in gameplay was positively related to flow experience, but that competitive anxiety was negatively related to flow experience. The findings of this study imply that group competition can enhance the participants' flow experience and collective self-esteem, and will decrease the level of gameplay anxiety in general. Practitioner Notes What is already known about this topic Educational application (app) games could be considered as an effective way of providing a more interesting learning environment for acquiring knowledge. Learning with educational games is beneficial. What this paper adds Self-efficacy in Chinese word learning was positively related to collective self-esteem but negatively related to gameplay anxiety. Collective self-esteem in gameplay was positively related to flow experience, and gameplay anxiety was negatively related to flow experience. Implications for practice and/or policy Flow experience makes the students' learning experience more memorable. The advantage of a remote-associated game in Chinese learning is obvious. An integrated mobile game for group competition can enhance the participants' flow experience and collective self-esteem, and will decrease the level of gameplay anxiety in general.
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