跳到主要內容

臺灣博碩士論文加值系統

(216.73.216.134) 您好!臺灣時間:2025/11/20 11:46
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

我願授權國圖
: 
twitterline
研究生:林威仲
研究生(外文):Wei-Chung Lin
論文名稱:網路遊戲學習平台之協商機制設計:以目標設定促進學生數學自信心
論文名稱(外文):A Negotiation Mechanism Design for Game-Based Learning Platform: Facilitating the Improvement of Students’ Confidence by Goal Setting
指導教授:陳德懷陳德懷引用關係
指導教授(外文):Tak-Wai Chan
學位類別:碩士
校院名稱:國立中央大學
系所名稱:網路學習科技研究所
學門:教育學門
學類:教育科技學類
論文種類:學術論文
論文出版年:2010
畢業學年度:98
語文別:中文
論文頁數:105
中文關鍵詞:遊戲式學習目標設定協商
外文關鍵詞:Game-based learningGoal settingNegotiation
相關次數:
  • 被引用被引用:4
  • 點閱點閱:441
  • 評分評分:
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:2
動機是影響學習的重要因子,因此過去的研究團隊利用飼養虛擬同伴的方法去提升學習動機,經過半年的教學使用,虛擬同伴有效的提高學習者動機,然而研究者發現學生學習數位數學教材的過程中缺乏專注與信心,而過程中也缺乏鼓勵。為了使學習者能夠專注於數位教材,本研究設計一個協商機制並建置於平台。協商機制是系統跟學習者協商設定一個學習目標,並在完成目標後給予對等的獎賞,以維持學習動機並增強自信心。學校是一個自然的場所,有許多不可控制的變項,因此使用以設計為本的方法進行兩次試驗活動,試驗一:在學校試驗系統,藉由試驗觀察遇到的困難與挑戰,再次修正系統以符合實際學校的需要;試驗二:觀察機制對於學生的影響,初步發現對於低自信低能力的學生群,協商式目標設定可以幫助他們建立自信心,另外學生傾向接受系統協商一個高的目標。研究結果顯示協商機制可以幫助學生提高自信心,尤其是低自信的學生改善了數學自信心,而遊戲環境也能夠激發學生在學習上的動機。
Motivation is an essential element for successful learning. Previous stedies showed that the combination of learning companion and game elements can enhance students’ motivation in a game-based learning platform. On the other hand, researchers found that students had low confidence to complete digital mathematics learning material during a six-month observation. Lacking of encouragement is the main reason. Hence, this study proposed a negotiation mechanism to guide students to concentrate on learning the digital content. In particular, the negotiation mechanism was designed to help students to set learning goals and to maintain students’ learning motivation. Two trials of adopting design-based research were conducted. Trial one was carried out to revise negotiation mechanism in order to fit the real situation in classroom. Trials two was conducted to observe the effect of negotiation mechanism. The results showed that the negotiation mechanism could enhance learners’ self-confidence, especially for students with low confidence students. In addition, the game environment engages students in the learning tasks.
第一章 緒論 1
第一節 研究背景 1
第二節 研究動機 3
第三節 論文架構 5
第二章 文獻探討 9
第一節 目標設定理論 9
一、目標設定流程 10
二、目標設定因子 11
三、目標設定種類 12
第二節 遊戲式學習 15
一、遊戲理論 16
第三節 寵物星球 18
一、寵物同伴 18
二、過去寵物星球功能 21
第三章 活動設計與研究方法 29
第一節 協商式目標設定概念 29
一、協商式目標設定與數位化教材之關係 29
二、協商式目標設定設計原則 30
第二節 研究方法 34
一、Design-Based Research背景 35
二、Design-Based Research定義 35
三、Design-Based Research與Experiments design的比較 37
四、Design-Based Research的流程 38
第四章 系統設計 41
第一節 系統環境與架構 41
第二節 系統設計理念 42
一、協商式目標設定 42
二、遊戲中物件的收集 43
第三節 系統運作流程 44
一、第一階段─協商式目標設定 45
二、第二階段─目標執行階段 48
三、第三階段─回饋 49
四、第四階段─獎勵 50
第四節 系統功能 53
一、協商式目標設定模組 54
二、獎勵模組 57
第五節 系統測試 62
一、測試目的 62
二、修正一 63
三、修正二 65
四、修正三 66
五、修正四 68
六、修正五 69
第五章 試驗設計與分析 71
第一節 試驗目的 71
第二節 試驗對象 71
第三節 活動教材設計 71
第四節 試驗流程 72
第五節 試驗分析與研究觀察 73
第六節 試驗結果與說明 90
第六章 結論與未來發展 95
第一節 結論 95
第二節 未來展望 97
參考文獻 99
許楨哲(2003)。實際建置線上網路競賽系統:以數學競賽網站為例。視聽教育雙月刊,44(4),42-45。
郭香雲與黃崇儒(2002)。內在動機,自信心,與狀態焦慮之間的關係。北體學報,93-101。
彭月茵(2002)。目標層次、回饋訊息對數學工作表現與學習動機之效果:考量國中生的控制信念。國立成功大學教育研究所碩士論文,未出版,台南市。
彭月茵、程炳林與陸偉明(2005)。目標層次,回饋訊息對數學工作表現與學習動機之效果: 考量國中生的控制信念。教育心理學報,36(3),265–286。
曾禹復(2009)。動物同伴平台之任務機制設計:以任務委託促進學生學習目標設定。國立中央大學網路學習科技研究所碩士論文,未出版,桃園縣。
溫明輝(2009)。電腦遊戲設計對使用者遊玩經驗與行為的影響。國立交通大學博士論文,未出版,新竹市。
蔡淑君和段曉林(2004)。論科學與數學之統整。科學教育,(275),6–19。
蔡寶桂(2000)。透過Web-BBS進行「數學步道」之溝通、解題。竹縣文教,22,6-11。
鄭肇楨和黃毅英(1991)。香港中學生的數學學習態度。教育學報,19(1), 13–18。
American Association for the Advancement of Science (1993). Benchmarks for Science Literacy. New York: Oxford University Press.
Barab, S., & Squire, K. (2004). Design-based research: Putting a stake in the ground. Journal of the Learning Sciences, 13(1), 1–14.
Brown, A. L. (1992). Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. Journal of the learning sciences, 2(2), 141–178.
Bull, S. (2004). Supporting learning with open learner models. Planning, 29(14), 1.
Chen, Z. H., Deng, Y. C., Chang, L. J., & Chan, T. W. (2002). An approach to cultivating reading habits for children with pet-raising games. Proceedings of The 6th Global Chinese Conference on Computers in Education, Beijing, 213-216.
Chen, Z. H., Yang, J. C. , Deng, Y. C. , Chan, T. W. (2003). Environment design through coupling pet-raising games with domain-independent learning activities. The 7th Global Chinese Conference on Computers in Education, 755-759.
Chin, W. R. (2006). The role of impression management in goal setting. Unpublished master thesis, University of Waterloo.
Cobb, P., Confrey, J., diSessa, A., Lehrer, R., & Schauble, L. (2003). Design experiments in educational research. Educational researcher, 32(1), 9.
Collins, A. (1999). The changing infrastructure of education research. Issues in education research: Problems and possibilities, 289–298.
Collins, A., Joseph, D., & Bielaczyc, K. (2004). Design research: Theoretical and methodological issues. Journal of the Learning Sciences, 13(1), 15–42.
Cullen, K. W., Baranowski, T., & Smith, S. P. (2001). Using goal setting as a strategy for dietary behavior change. Journal of the American Dietetic Association, 101(5), 562–566.
Cunningham, T. R., & Austin, J. (2007). Using goal setting, task clarification, and feedback to increase the use of the hands-free technique by hospital operating room staff. Journal of applied behavior analysis, 40(4), 673.
Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers & education, 49(3), 873–890.
Edelson, D. C. (2002). Commentary: design research: what we learn when we engage in design. Journal of the Learning Sciences, 11(1), 105–121.
Entertainment Software Association (2007). Video Games in the 21st Century. Available at http://www.theesa.com/facts/pdfs/VideoGames21stCentury.pdf
Federoff, M. (2002). Heuristics and usability guidelines for the creation and evaluation of fun in video games. Unpublished master thesis, Indiana University.
Felixbrod, J. J., & O''leary, K. D. (1973). Effects of reinforcement on children''s academic behavior as a function of self-determined and externally imposed contingencies. Journal of Applied Behavior Analysis, 6(2), 241-250.
Hannan, R. L. (1975). The effects of participation in goal setting on goal acceptance and performance: A laboratory experiment. Unpublished doctoral dissertation, University of Maryland.
Hsu, S. H., Wen, M. H., & Wu, M. C. (2009). Exploring user experiences as predictors of MMORPG addiction. Computers & Education, 53(3), 990–999.
Kahn, P. H. (1999). The human relationship with nature: Development and culture.Cambridge, MA: MIT Press.
Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 51(4), 1609–1620.
Kerr, N. L., & Tindale, R. S. (2004). Group performance and decision making. Annual review of psychology, 55, 623-55.
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and higher education, 8(1), 13–24.
Klawe, M. (1998). When does the use of computer games and other interactive multimedia software help students learn mathematics? Proceedings of NCTM Standards 2000 Technology Conference. Arlington, VA.
Latham, G. P., & Marshall, H. A. (1982). The effects of self-set, participatively set and assigned goals on the performance of government employees. Personnel Psychology, 35(2), 399–404.
Latham, G. P., & Steele, T. P. (1983). The motivational effects of participation versus goal setting on performance. Academy of Management Journal, 406–417.
Latham, G. P., & Yukl, G. A. (1975). Assigned versus participative goal setting with educated and uneducated woods workers. Journal of Applied Psychology, 60(3), 299–302.
Latham, G. P., Erez, M., & Locke, E. A. (1988). Resolving scientific disputes by the joint design of crucial experiments by the antagonists: Application to the Erez-Latham dispute regarding participation in goal setting. Journal of Applied Psychology, 73(4), 753–772.
Latham, G. P., Mitchell, T. R., & Dossett, D. L. (1978). Importance of participative goal setting and anticipated rewards on goal difficulty and job performance. Journal of Applied Psychology, 63(2), 163–171.
Latham, G. P., Winters, D. C., & Locke, E. A. (1994). Cognitive and motivational effects of participation: A mediator study. Journal of Organizational Behavior, 15(1), 49–63.
Lepper, M. R., & Cordova, D. I. (1992). A desire to be taught: Instructional consequences of intrinsic motivation. Motivation and emotion, 16(3), 187–208.
Lepper, M. R., and Malone, T. W. (1987). Intrinsic motivation and instructional effectiveness in computer-based education. In R. E. Snow, and M. J. Farr (Eds.), Aptitude, Learning, and Instruction, III: Conative and Affective Process Analysis (pp. 255-286). Hillsdale, NJ: Lawrence Erlbaum Associates.
Locke, E. A. (1969). Purpose without consciousness: A contradiction. Psychological reports, 25(3), 991–1009.
Locke, E. A., & Latham, G. P. (1990). A theory of goal setting & task performance. Upper Saddle River, NJ: Prentice-Hal.
Locke, E.A. and Latham, G.P. (1994) Goal setting theory. In H.F. O’Neil and M. Drillings (eds), Motivation: Theory and research (pp. 13–29). Hillsdale, NJ: Lawrence Erlbaum Associates.
Locke, E. A., & Latham, G. P. (2002). Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. American Psychologist, 57(9), 705–717.
Locke, E.A., Saari, L.M., Shaw, K.N., & Latham, G.P., (1981). Goal Setting and Task Performance: 1969-1980. Psychological Bulletin, 90(1), 125-152.
Ludwig, T. D., & Geller, E. S. (2000). Intervening to improve the safety of occupational driving: A behaviour-change model and review of empirical evidence. Journal of Organisational Behaviour Management, 19(4).
Malone, T. W. (1980). What makes things fun to learn? Heuristics for designing instructional computer games. In Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems.
Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive science: a multidisciplinary Journal, 5(4), 333–369.
Mann, B. D., Eidelson, B. M., Fukuchi, S. G., Nissman, S. A., Robertson, S., & Jardines, L. (2002). The development of an interactive game-based tool for learning surgical management algorithms via computer. The American Journal of Surgery, 183(3), 305–308.
Melson, G. F. (2001). Why the wild things are: Animals in the lives of children Cambridge. MA: Harvard University Press.
Noe, R. A. (2008). Employee training and development. NY: McGraw-Hill. pp.110-111
Ormrod, J.(2003). Educational Psychology: Developing Learners (4th ed.). NJ: Prentice-Hall.
Paras, B., & Bizzocchi, J. (2005). Game, motivation, and effective learning: An integrated model for educational game design. In Proceedings of Digital Games Research Association Conference, Canada.
Quinn, C. N. (1997). Engaging learning. Instructional Technology Forum Paper 18. Retrieved May 10, 2010, from http://itech1.coe.uga.edu/itforum/paper18/paper18.html
Rand, A. (1979). Introduction to Objectivist Epistemology. Meridian, Australia.
Roebuck, C. (1996). Constructive feedback: key to higher performance and commitment. Long Range Planning, 29(3), 328–336.
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., et al. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40(1) 71-94.
Shavelson, R. J., Phillips, D. C., Towne, L., & Feuer, M. J. (2003). On the science of education design studies. Educational Researcher, 32(1), 25.
Small, R. V. (1999). Motivation in instructional design. Educational media and technology yearbook, 89–92.
Squire, K. D. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming, 2(1), 49–62.
Steers, R. M., & Porter, L. W. (1974). The role of task-goal attributes in employee performance. Psychological Bulletin, 81(7), 434–452.
Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment, 3(3), 3.
Turkle, S. (1997). Life on the Screen: Identity in the Age of the Internet. Touchstone Books.
VandeWalle, D., Ganesan, S., Challagalla, G. N., & Brown, S. P. (2000). An integrated model of feedback-seeking behavior: Disposition, context, and cognition. Journal of Applied Psychology, 85(6), 996–1003.
Wang, F., & Hannafin, M. J. (2005). Design-based research and technology-enhanced learning environments. Educational Technology Research and Development, 53(4), 5–23.
Webster, N. C. (1998). Tamagotchi. Advertising Age, 69, 26–43.
Yukl, G. A., & Latham, G. P. (1978). Interrelationships among employee participation, individual differences, goal difficulty, goal acceptance, goal instrumentality, and performance. Personnel Psychology, 31(2), 305–323.
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top