Abstract

This study aims to investigate the effects of students’ learning motivation and learning performance in a digital game-based learning setting and the structure of competition. This study uses Social Cognitive Theory, which emphasizes the bidirectional effects between personal factors, environmental factors, and behavior. We use the emotional state as the personal factor, social support as the environmental factor, learning performance as behavior. We also use self-efficacy and learning motivation as the mediating factors in the model. Data samples were collected from approximately 600 students in junior high schools in Taiwan. The students learned via either application or conventional lectures in three groups. The Control Group (CG) learned the course through a conventional learning approach. The Experimental group 1 (EG1) learned by a digital game, while Experimental Group 2 (EG2) learned through the digital game in combination with a structure that involved competing and entrepreneurship with classmates. The result of this research shows that the emotional state negatively affects learning motivation and self-efficacy, that self-efficacy will positively affect learning motivation, social support will positively affect self-efficacy, and self-efficacy and learning motivation will both positively affect learning performance. In addition, this research certifies previous works that entrepreneurs prefer to be more aggressive in competitions, have a high demand for accomplishment motivation, and are more likely to facilitate competitive over non-competitive environments.

Highlights

  • Due to the rapid development of technology in the world, the Ministry of Education in Taiwan has developed new educational policies

  • We used structural model assessment to test the theoretical hypotheses we proposed, which included the relationship between emotional state, social support, self-efficacy, learning motivation, and learning performance (Figures 2, 7)

  • Factors Under Social Cognitive Theory (SCT) Studies have shown that students with positive emotions tend to have more support from others (Lent et al, 2017)

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Summary

Introduction

Due to the rapid development of technology in the world, the Ministry of Education in Taiwan has developed new educational policies. In the “Curriculum Guidelines of 12-Year Basic Education” released by the Ministry of Education in 2014, the number of courses in the field of information technology was increased to cultivate students’ information literacy, information competitiveness, and their capability in terms of problem solving. In the past the main research subjects in Taiwan were examination subjects such as mathematics, English, and science. Few researchers have examined information technology courses. We wish to find the effect on students’ information literacy, competitiveness and provide educators in the field of computer science for reference through our research

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