Abstract
For improving the learning difficulty for the learners and the loading of learning resources developers, we designed a multimedia learning resource: “The Magical Journey of the Literature – The Journey of Daming Lake”. The research mainly focuses on three dimensions of digital visual images mapping to the two factor of game-based learning, “Learning” to the visualized Chinese classical literature scene, and “engagement” to the virtual avatar images and learning companion images. We want to know whether applied visualized Chinese classical literature scenes into the game-based Chinese classical literature learning system has impact on junior high students understanding of Chinese classical literatures. Moreover, we integrated the target learners’ preference of avatars’ appearance images that students like most in the virtual environments, hoping to increase junior high students’ learning engagements in the virtual environment we created by Chinese classical literature scenes. Furthermore, to increase junior high students’ immersion in the system, we integrated the free chosen multiple leaning companion images to accompany beside the avatar they created, and assisted learner’s learning. We hope that the digital visual images showed by game-based learning system would help An achievement test and a questionnaire were administered to the junior high school students in a junior high school in southern Taiwan, where two experimental classes, one class for game-based learning and another for e-book system, and there are 60 students involved in this study. After the guidance of the system operation, students could operate the system in two hours, and learned by visualized images in the section by section. Overall, the results show that students have significant prep achievement in learning classical literatures by the visualized images in the game-based Chinese classical literature learning system, and they have a positive attitude toward the visualized learning toward Chinses classical literature. Furthermore, the results of this study also show that students have high achievements in learning Chinese classical literature because of their commitments toward the virtual avatars. Moreover, images of learning companions is the most attractive element in the game-based learning system, enhancing the preferences and the immersion of the virtual environment. In this study, the three dimensions of digital visual images in game-based learning system will increase the positive attitude toward the Chinese classical literature and achievements. Moreover, reach the goal of learning in enjoyment.