Abstract

This study aimed to use a Shaking Fun App with learning assessment and ranking learning as a teaching tool to allow Thai learning beginners to have digital game-style language learning, and to explore the gender differences in the perception of the cognitive and affective factors of the participants and the performance of gameplay progress based on the cognitive-affective theory of learning with media and embodying learning theory. In this study, a total of 246 Thai language learning beginners taking basic Thai (I) courses in 2 universities and 1 university of science and technology in northern Taiwan were invited to participate in the study. After those who dropped out were deducted and invalid data was deleted, there were 202 effective study participants including 82 males (40.6%) and 120 females (59.4%), and the effective recovery rate was 82.1%. After the reliability and validity analyses with SPSS 23.0, and the item analysis with AMOS 20.0, the gender differences were analyzed. The results showed that: there were indeed significant differences in participants of different genders in terms of gameplay flow, test anxiety and gameplay progress performance, but there was no significant difference in the continuance gameplay intention. In addition, using the Shaking Fun App for multiple weeks of DGBLL can indeed help learners to improve their game performance (Thai grammar).

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