本研究目的以電子遊戲與玩家遊戲行為的相互關性,尋找影響玩家的參與遊戲、沈溺遊戲的因素與其他因素,整理歸納後提出「遊戲性因素」。研究次階段目的探求「遊戲性因素」在數位學習的應用性;分別針對其相符可應用原則與不相通但可應用之處做探討,以此提升數位學習的參與性和持續性,並整合深入訪談的資料彙整成樂趣化數位學習設計建議,提升數位學習的學習成效。研究方法採用焦點團體訪談法,更深入探討遊戲性因素所包含因子;以及深度訪談法,針對遊戲性因素導入數位學習設計之議題進行了解。本研究成果與發現如下:(一)定義了電子遊戲中所包含的遊戲性因素。共分成六大項目:正向情緒類、負向情緒類、人際交流類、虛實交流類、心理因素類、其他因素類。 (二)遊戲性因素對於數位學習的影響。遊戲性因素導入數位學習內容設計時,學習者在學習過程中參與性和持續性,都有提升與強化的效果。但不適當的運用方式與比例,對於學習成效有負面的影響。本研究也利用深入訪談所提供建議,彙整遊戲式數位學習設計要素與可運行設計建議,提高遊戲式數位學習的成效。
The purpose of this study is to explore playfulness factors based on the relation of electronic game and players that is effect of participatory behavior and addictive behavior. In addition, this research identifies the playfulness factors of electronic game, which are similar or different rules applied to e-learning design, in order to improve the participatory and sustained behavior and effect of e-learning. This research adopts a focus group interview to find out the more playfulness factors of electronic game, and an in-depth interview to inquire the application of these factors into e-learning design. The major findings are listed below: (1). Definitions of the playfulness factors of electronic game include 6 items; positive feeling type, negative feeling type, interpersonal communication type, virtual & real communication type, psychology type and others. (2).The effect of playfulness factors applies to e-learning. Using playfulness factors into e-learning design improves the participatory behavior and sustained behavior of e-learning, but the wrong way and rate bring bad influence of learning. As the result, the research provides the design suggestion of fun e-learning in order to improve the effect of e-learning.