| 英文摘要 |
In recent years, technological gamification is often used to assist the learning process. The educational applications of gamification can be categorized into two major directions: one is “assessment-oriented,” where technology tools implementing immediate assessment and collecting student feedback, such as instant response quiz game; the other is “experience-oriented,” where interactive content guide the understanding of complex content, such as interactive board games that incorporate technology. Although each of these two directions of gamification has its own advantages, past studies have not focused on the differences between them. Therefore, to better understand the differences, this study developed a board game with augmented reality (AR) and used history as the learning content to compare it with the Kahoot! system to explore the cognitive and affective impacts. In this study, 55 university students were divided into groups for learning activities. The results showed that: 1. The learning effectiveness of the AR board game was significantly higher than that of Kahoot!. Although there is no difference between the two groups in the descriptive content that requires memorization, the AR board game has significantly better results in the conceptual knowledge that requires understanding; 2. In the learning motivation section, concern, confidence, and satisfaction, are significantly higher in the AR board game than the other group, which suggests that the AR board game can provide a stronger motivation for learning. Based on the findings, this study also discusses the characteristics of the two gamification designs and how they can be appropriately applied in the teaching field. |