Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/126738
DC FieldValueLanguage
dc.contributor師培中心
dc.creator葉玉珠
dc.creatorYeh, Y.*
dc.creatorChang, H. L.
dc.creatorChen, S. Y.
dc.date2019-04
dc.date.accessioned2019-10-04T08:22:41Z-
dc.date.available2019-10-04T08:22:41Z-
dc.date.issued2019-10-04T08:22:41Z-
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/126738-
dc.description.abstractWith the mounting empirical evidence of the benefits of mindfulness, the researchers of the present study incorporated mindful learning in digital game-based learning of creativity. A two-phase study was conducted to (1) develop the Inventory of Mindful Learning Experience in Digital Games (IMLE-DG); and (2) develop a training program of the Digital Game-based Learning of Creativity (DGLC), by which the relationship among achievement goal, self-determination, mindful learning, and mastery experience during digital game-based learning of creativity were investigated through experimental instruction. One hundred and eighty-one 3rd to 6th graders were used in the development of IMLE-DG, and 95 3rd and 4th graders were included in the six-week experimental instruction through the DGLC. The results suggest that the IMLE-DG has good reliability and validity. The Cronbach`s α coefficient was 0.974 and exploratory factor analysis yielded three factors: curiosity and open-mindedness, attention and grit, and emotion regulation. Confirmatory factor analysis also showed that the three-factor structure was a good-fit model (Goodness-fit-index = 0.913). Moreover, analytical results showed that achievement goal and self-determination influenced mastery experience through mindful learning experience, suggesting that mindful learning is a crucial mediator of mastery experience in digital game-based learning of creativity. With key features of story-based, interdisciplinary, and 3-D design, The DGLC provides an original and valuable vehicle for creativity learning. In addition, the incorporated mechanisms (rewards, free choices, immediate feedback, and peer-evaluation) for enhancing goal achievement, self-determination, and mindful learning shed light on the design of game-based learning and creativity instruction.
dc.format.extent1433683 bytes-
dc.format.mimetypeapplication/pdf-
dc.relationComputers & Education, Vol.132, pp.63-75
dc.titleMindful learning: A mediator of mastery experience during digital creativity game-based learning among elementary school students.
dc.typearticle
dc.identifier.doi10.1016/j.compedu.2019.01.001
dc.doi.urihttps://doi.org/10.1016/j.compedu.2019.01.001
item.fulltextWith Fulltext-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.openairetypearticle-
item.grantfulltextopen-
item.cerifentitytypePublications-
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