| 英文摘要 |
Due to the fact that the different family backgrounds' students might have different learning opportunities, it might affect the students' learning investment. Therefore, this study wants to explore the effect of digital game-based learning for the influence of learning effectiveness in different family background (new immigrants' children vs. local students). This study use “usefulness”, “pleasure”, “specialized”, “peer pressure”, “perceived value”, “the degree of involvement of digital games” as the main factors for students to explore the intention of digital learning game software by using value-based adoption model. The findings are that the intention of digital learning game of students are different when students with different family background. Therefore, teachers must find a suitable after-school tutoring to enhance the learning engagement for different family background's students. |