The Delegated Performance Model of Learning— an Example of Animal Companions
Autor: | Chang-Yen Liao, 廖長彥 |
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Rok vydání: | 2011 |
Druh dokumentu: | 學位論文 ; thesis |
Popis: | 100 The objective of this dissertation is to develop a delegated performance model (DPM) that provides students with more opportunities to improve their learning achievement and also enhance their confidence. The DPM comprises two phases—preparative phase and performance/ competitive phase. In order to build identity in the performance/ competitive phase, students need to make efforts to set their goals, in particular, and accomplish their tasks, in the preparative phase first. And then they need to demonstrate their learning achievement, defeat the competitors, and gain confidence in the performance/ competitive phase. This dissertation addresses two application studies of a pet-nurturing game environment by using the animal companions, integrated the third grade mathematics curriculum into a game-based learning environment, to develop the performance/ competitive stage based on the delegated performance model. Two evaluation studies were also conducted to assess the model respectively in an elementary after-school club and at students’ home of 29 third-grade students over a year. A mixed methodological approach for data collection and analysis was applied. Data collection is undertaken via system records, observation and interview comments, and questionnaires. Learning portfolio analysis and sequential analysis were used in this study. Study 1 aims to examine students’ cognitive effectiveness, affective experience, and learning behavioral patterns in My-Pet-My-Quest (MPMQ) environment. The findings indicated that 1) students can continuously participate in math tasks and maintain the proficiency and fluency of math tasks in the MPMQ environment across school and home time; 2) the MPMQ environment supports students to build self-efficacy, and keeps them engagement in learning as well; 3) students’ learning behaviors tend to be stable and increase gradually. Study 2 is designed to evaluate the effect of the competitive stage (My-Pet-Trainer system). The system encourages students to improve their learning in the preparative phase; the virtual pets represent the students’ profiles before the competitive phase in My-Pet-Trainer (MPT). This study adopts two phases to link efforts and identity. This study 2 evaluates the effectiveness of the MPT by three sets of field observations and interviews with individual students. The findings indicated that 1) the preparation-based competitive approach could guide most of the students in learning process and enhance their learning behaviors; 2) most students could understand the meaning of preparation-based competition. This dissertation discussed the influences of delegated performance model for students’ cognitive, affective, and behavioral aspects, such as sustaining learning, self-regulation of motivation, and learning stickiness; this study further discussed the design of integration of delegated performance model in game-based learning environment, such as preparation, performance/ competitive game design, individual differences, and how to combine the game structure with learning contents. Some implications for further studies are also suggested in three aspects: model, application, and method. In particular, the researchers should provide more opportunities for students’ learning based on the delegated performance model; the researchers should mark these potential values of the delegated performance model in the aspects of school, teachers, students, and parents; the researchers should understand the behavioral patterns among students in this game-based learning environment in order to scaffold their learning to overcome the difficulties. |
Databáze: | Networked Digital Library of Theses & Dissertations |
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