| 英文摘要 |
The current education trend has shifted towards a learner-centric approach that emphasizes enhancing learning effectiveness. In this context, game-based learning has proven to be an effective means of enhancing learners' focus and efficiency. Regarding the inheritance of classical literature, the application of game-based learning has become a new pedagogical solution to address the traditional monotonous lecture-style teaching. This study aims to investigate the learning effectiveness of game-based learning in a course on Su Shi's tea literature. Aligning with the learning objectives and course content, three digital games, namely ''Cha qi jing xin,'' ''Dian cha san mei shou,'' and ''Hold Your 'Spring' Name,'' were developed for the Su Shi tea literature course and tend to enhance players’engagement. The participants were students from different academic programs at a technological university in Taiwan. With an experimental group (n=35) and a control group (n=37). A quasi-experimental design with pre- and post-tests was employed to examine the impact of game-based learning on learning effectiveness. The quasi-experimental teaching intervention lasted 6 weeks, with the ''Digital Games on Tea Literature'' as the intervention. The research instruments included a self-designed learning achievement test, an adapted learning motivation questionnaire, and a learning satisfaction scale, which were administered to both groups. Additionally, qualitative data were collected through interviews with 15 students in the experimental group and reflections on teaching journals. The results of the quasi-experimental teaching support the notion that game-based learning can effectively enhance learning achievement, learning motivation, and student satisfaction in the general education course on Su Shi's tea literature. Finally, the study provides research recommendations to serve as a reference for future teaching and research on general education courses in classical literature. |