英文摘要 |
In the past, practice system was only applicable to individuals and cannot learn with others. Therefore, we developed an item bank practicing system that join the elements of competition and games. We hope to improve learners’ learning motivation and effectiveness by competitive game-based learning. In this study, we conducted a six-week teaching experiment. We collect the data of learners’ learning motivation and effectiveness to conduct analysis. The results showed that different prior knowledge learners can keep high learning motivation in the competitive game-based learning environment. As to learning effectiveness, the low prior knowledge learners are significantly higher than the high prior knowledge learners in the progress amplitude of multiple choice questions average score. It means that the low prior knowledge learners are more suitable than the high prior knowledge learners when using the competitive game-based item bank practicing system. |