國內外許多研究指出數位遊戲式學習(Digital Game-Based Learning,簡稱DGBL)不僅能提升學習者學習興趣,更能藉由遊戲情境帶領學習者啟發自主學習和學習愉快的感受,進而沉浸投入教學活動中,最後達成學習目標且提升學習成效。故本研究採用Kahoot融入國語課程,作為國語課程複習工具,以探討數位遊戲式學習對於學生學習成效與學習興趣的影響。 本研究採取單一組前後測設計,利用相依樣本t檢定分析台北市國民小學五年級一個班級,共26名作為研究對象。實驗為期10週,輔以問卷、訪談分析回饋,研究結論如下: 一、數位遊戲式學習DGBL融入國語課程學習對於五年級學生國語科學習成效達到顯著差異。 二、數位遊戲式學習DGBL融入國語課程學習能提升五年級學生學習興趣達到顯著差異。 三、研究對象喜歡數位遊戲式學習(DGBL)融入教學,且因此種教學模式而期待著國語課程。
Many studies at home and abroad have pointed out that Digital Game-Based Learning (DGBL) can not only enhance learners' interest in learning, but also lead learners to inspire autonomous learning and a pleasant learning experience through game situations, and then immerse themselves in teaching activities. In the end, the learning objectives are achieved and the learning effect is improved. Therefore, this study uses Kahoot integrated into the Mandarin curriculum as a Mandarin review tool to explore the impact of digital game-based learning on students' learning effectiveness and learning interest. This study adopts a single-group pre- and post-test design, and conducts the experiment in a class of the fifth grade of Taipei National Primary School, with a total of 26 students as the research object. The experiment lasted for 10 weeks, supplemented by questionnaires and interviews for analysis and feedback. The research conclusions are as follows: 1.The integration of DGBL into the learning of Mandarin has achieved a significant difference in the learning outcomes of fifth grade student’s Mandarin subjects. 2. The integration of DGBL into the learning of the Mandarin curriculum can enhance the learning interest of the fifth grade students and achieve a significant difference. 3. The research subjects like the integration of digital game-based learning (DGBL) into teaching, and they are looking forward to Mandarin courses because of this teaching mode.