The human-computer interaction handbook
Digital Game-Based Learning
DIGITEL '07 Proceedings of the The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
Hi-index | 0.00 |
The purpose of this study was to explore the relationship of adventure game playing and English learners' reading confidence, motivation, and self efficiency. Forty-five non-English major students in a technology university were surveyed. Comparisons of reading confidence, motivation, and self efficiency between high and low achievement learners were made. The use of adventure games can improve the capability of reading teaching. The results shows that: (1) adventure games can improve the students' learning motivation of reading; (2) adventure games can improve readers' English reading confidence, especially for male students; (3) adventure games can improve students' English reading self efficacy.