摘要:AbstractThis research focuses on topic of e-learning of Xiao-zhuan through digital Embodied games as a brand new way of creative learning method for Xiao-zhuan. TAM, Technology Acceptance Model, is the methodology in this research. Theory of perceived playfulness is also adopted to analyze the learning of Xiao-zhuan. Subjects in this research are 45 sophomores of the Department of Chinese Literature in National Taiwan Normal University. This research adopts questionnaire survey method, then refers to students’ paper scores on the test. The results of this research are as follows: Firstly, “Perceived Usefulness” has the significant influence on “Learning Effectiveness” and “Attitude toward Using the Embodied games”. Secondly, “Perceived Ease of Use” has the influence on “Perceived Playfulness”. Thirdly, “Perceived Playfulness” has the significant influence on “Attitude toward Using the Embodied games”.