跳到主要內容

臺灣博碩士論文加值系統

(216.73.216.66) 您好!臺灣時間:2026/08/16 22:18
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

: 
twitterline
研究生:楊書旻
研究生(外文):YANG, SHU-MIN
論文名稱:基於概念影響關係之遊戲式評量學習模式 對國小學童數學學習成效、認知負荷與 自我效能之影響
論文名稱(外文):Effects of an Integrated Concept-effect Model Game Assessment Approach on Students’ Learning Achievements, Cognitive Load and Self-Efficacy in Mathematic Courses
指導教授:朱蕙君朱蕙君引用關係
指導教授(外文):Chu, Hui-Chun
口試委員:黃國禎楊凱翔
口試委員(外文):HWANG, GWO-JENYANG, KAI-HSIANG
口試日期:2016-07-27
學位類別:碩士
校院名稱:東吳大學
系所名稱:資訊管理學系
學門:電算機學門
學類:電算機一般學類
論文種類:學術論文
論文出版年:2016
畢業學年度:104
語文別:中文
論文頁數:58
中文關鍵詞:概念影響關係遊戲式學習學習態度認知負荷補救教學
外文關鍵詞:concept-effect relationshipgame-based learninglearning attitudecognitive loadremedial learning
相關次數:
  • 被引用被引用:3
  • 點閱點閱:403
  • 評分評分:
  • 下載下載:27
  • 收藏至我的研究室書目清單書目收藏:1
隨著數位科技與遊戲產業的蓬勃發展,在數位學習領域興起了遊戲式學習模式的風潮,並應用在許多不同的學科。許多研究指出,在遊戲中需導入有效的教學策略,以提升學習者的學習動機及學習成效。本研究結合概念影響關係作為補救教學策略、使用RPG Maker建置數學遊戲式學習系統,提升學習者對數學課程的學習興趣與學習成效。本研究利用概念影響關係圖,讓學習者在闖關的同時,測驗出學習者學習不佳的概念,並引導其回到該概念之關卡進行補救學習。透過遊戲式學習介面提供學童豐富有趣的學習感受,加上使用概念影響關係圖建構出給予學童與概念有關的目標性考題,使學童在遊戲中能由簡至深,充分學習分數學習的演算概念。
為了驗證本研究之學習模式對於學習者數學分數單元的學習成效,本研究採用準實驗設計法,將學生分為實驗組與控制組。研究對象為某國小三年級四班共計116位學習者。實驗組使用基於概念影響關係之遊戲式評量學習模式,控制組使用一般遊戲式評量學習模式,探討使用不同數學遊戲式學習模式之學習成效。研究結果發現,使用基於概念影響關係之遊戲式評量學習模式能顯著提升學習者學習成就、學習態度、數學自我效能,以及降低學生的心智負荷。依據本研究的實驗結果,此創新學習模式能讓學生在較無壓力的學習環境中進行困難分數的學習與補救教學,讓學生提升了對於數學的自我效能與學習興趣,進而提升數學分數課程的學習成效。

With the rapid development of digital technology and the games industry, game-based learning has become popular in e-learning field and has found abundant applications in several different disciplines. Many studies have pointed out that effective teaching strategies should be integrated into game-based learning in order to improve students’ learning motivation and learning achievements. This study conducted concept-effect relationship (CER) as a remedial teaching strategy along with RPG Maker to develop a mathematical game-based learning system in order to increase students’ interest and learning achievements in mathematics courses. The CER diagram is used to test poorly learned concepts when students passed through the game checkpoints, which then guided the students back to the checkpoint of the concept for remedial learning. It is expected that the students can fully master fractions step-by-step from the rich and interesting learning experience in the game-based learning system and from the targeted questions constructed based on the CER diagram.
To verify the effectiveness of the learning model on mathematics fraction learning, this study employed a quasi-experimental design and divided the students into an experimental group and a control group. 116 students from third-grade classes of a primary school participated in this study. The students in the experimental group used a game-based assessment learning model based on the CER to learn while those in the control group used a general game-based assessment learning model, enabling us to explore the learning effectiveness of the mathematical game-based learning models. The study results revealed that the game-based assessment learning model based on the CER significantly improved the learning achievement, learning attitude, and mathematics self-efficacy of students, while reducing their mental load at the same time. According to the experimental results, this innovative learning model can provide students with a stress-free game-based learning environment for remedial learning the difficult fractions. This proposed approach improved the students’ learning interest and self-efficacy in mathematics course, thereby enhancing the learning achievements of the mathematics fraction course.
目錄
致謝 III
中文摘要 IV
英文摘要 V
目錄 VI
圖目錄 IX
表目錄 X
第一章 緒論 1
1.1 研究背景及動機 1
1.2 研究問題 2
1.3 研究範圍與限制 2
1.4 重要名詞解釋 3
1.4.1. 遊戲式學習 3
1.4.2. 補救教學 3
1.4.3. 概念影響關係 3
1.4.4. 學習成就測驗 3
1.4.5. 自我效能 4
1.4.6. 認知負荷 4
1.4.7. 數學焦慮 4
第二章 文獻探討 5
2.1. 概念影響關係 5
2.1.1. 概念的定義 5
2.1.2. 概念構圖、概念圖及概念影響關係定義 6
2.1.3. 概念影響關係圖的建立 8
2.1.4. 概念影響關係圖之演算法 9
2.2. 數位遊戲式學習 11
2.2.1. 數位遊戲式學習的定義與特性 13
2.2.2. 數位遊戲式學習的應用 15
第三章 研究方法 17
3.1. 研究架構 17
3.2. 基於概念影響關係之遊戲式評量學習模式 17
第四章 基於概念影響關係之數學遊戲式評量學習系統 23
4.1. 系統架構 23
4.2. 系統開發工具 24
4.3. 遊戲內容及系統介面 27
第五章 實驗設計 34
5.1.實驗對象 34
5.2. 實驗流程 35
5.3. 測量工具 35
5.3.1. 數學學習成就測驗 36
5.3.2. 學習態度量表 37
5.3.3. 數學科個人自我效能量表 37
5.3.4. 認知負荷量表 37
5.3.5. 數學焦慮量表 37
5.4. 分析方法 38
第六章 實驗結果 39
6.1 學習成就分析 39
6.1.1 學習前測驗 39
6.1.2 學習後測驗 39
6.2 問卷分析 40
6.2.1 學習態度 40
6.2.2數學科個人自我效能 41
6.2.3 認知負荷 41
6.2.4 數學焦慮 42
第七章 結論與建議 43
7.1. 結論 43
7.2. 未來研究建議 45
參考文獻 47
附錄一、數學科分數遊戲式學習活動學習後問卷 54
附錄二、數學科分數遊戲式學習課程題庫表 57


Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice- Hall, Inc
Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education, 70, 65-79.
Bloom, B. S. (1968). Learning for mastery. Evaluation Comment, 1(2), 1-12.
Callaghan, M. J., McCusker, K., Losada, J. L., Harkin, J., & Wilson, S. (2013). Using game-based learning in virtual worlds to teach electronic and electrical engineering. IEEE Transactions on Industrial Informatics, 9(1), 575-584.
Carey, S. (2000). The origin of concepts. Journal of Cognition and Development, 1(1), 37-41.
Chen J. M., Chu, H. C., & Yang, S. M. (2016). Development of a Mobile Digital Game-based Learning system based on Concept Effect Relationship for improving Mathematic Fraction learning achievements of Elementary School Students in Taiwan. The 23rd International Conference on Computers in Education.
Chen, S. L., Liang, T., Lee, M. L., & Liao, I. C. (2011). Effects of concept map teaching on students’ critical thinking and approach to learning and studying. Journal of Nursing Education, 50(8), 466-469.
Chiou, C.C. (2008). The effect of concept mapping on students’ learning achievements and interests. Innovations in Education & Teaching International, 45, 375–387.
Chu, H. C., & Hung, C. M. (2015). Effects of the Digital Game-Development Approach on Elementary School Students’ Learning Motivation, Problem Solving, and Learning Achievement. International Journal of Distance Education Technologies (IJDET), 13(1), 87-102.
Chu, H. C., Hwang, G. J., & Huang, Y. M. (2010). An enhanced learning diagnosis model based on concept–effect relationships with multiple knowledge levels. Innovations in Education and Teaching International, 47(1), 53-67.
Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd. Ed.). Hillsdale, NJ: Lawrence Erlbaum Associates.
De Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?. Computers & education, 46(3), 249-264.
Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, 67, 156-167.
Faiola, A., Newlon, C., Pfaff, M., & Smyslova, O. (2013). Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29(3), 1113-1121.
Fennema, E., & Sherman, J. A. (1976). Fennema-Sherman mathematics attitudes scales: Instruments designed to measure attitudes toward the learning of mathematics by females and males. Journal for research in Mathematics Education, 7(5), 324-326.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33, 441-467.
Gentile, D. A., & Gentile, J. R. (2005). Violent video games as exemplary teachers. Atlanta.
Green, S. B., Lissitz, R. W. & Mulaik, S. (1977) Limitations of coefficient alpha as an index of test unidimensionality. Journal of Educational and Psychological Measurement, 37, 827-839.
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170-179.
Heritage, M. (2007). Formative Assessment: What Do Teachers Need to Know and Do? Phi Delta Kappan, 89(2), 140-145.
Hogle, J. G. (1996). Considering games as cognitive tools: In search of effective.
Hung, C. M., Huang, I., & Hwang, G. J. (2014). Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics. Journal of Computers in Education, 1(2-3), 151-166.
Hwang, G. J. (2003). A conceptual map model for developing intelligent tutoring systems. Computers & Education, 40(3), 217-235.
Hwang, G. J., Shi, Y. R., & Chu, H. C. (2011). A concept map approach to developing collaborative Mindtools for context‐aware ubiquitous learning. British Journal of Educational Technology, 42(5), 778-789.
Hwang, W. Y., Shih, T. K., Ma, Z. H., Shadiev, R., & Chen, S. Y. (2016). Evaluating listening and speaking skills in a mobile game-based learning environment with situational contexts. Computer Assisted Language Learning, 29(4), 639-657.
Hwang, G. J., Tseng, J. C., & Hwang, G. H. (2008). Diagnosing student learning problems based on historical assessment records. Innovations in Education and Teaching International, 45(1), 77-89.
Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10.
Hwang, G. J., Wu, P. H., & Ke, H. R. (2011). An interactive concept map approach to supporting mobile learning activities for natural science courses. Computers & Education, 57(4), 2272-2280.
Hwang, G. J., Yang, L. H., & Wang, S. Y. (2013). A concept map-embedded educational computer game for improving students’ learning performance in natural science courses. Computers & Education, 69, 121-130.
Inaltun, H., & Ateş, S. (2015). Investigating Relationships among Pre-Service Science Teachers’ Conceptual Knowledge of Electric Current, Motivational Beliefs and Self-Regulation. Eurasia Journal of Mathematics, Science & Technology Education, 11(6).
Johnson, D. W., & Johnson, R. T. (2004). Making cooperative learning work. Theory into Practice, 38(2), 67-73.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model, Internet and Higher Education, 8, 13-24
Kimmerle, J., Thiel, A., Gerbing, K. K., Bientzle, M., Halatchliyski, I., & Cress, U. (2013). Knowledge construction in an outsider community: Extending the communities of practice concept. Computers in Human Behavior, 29(3), 1078-1090.
Kirriemuir, J., & McFarlane, A. (2004). Literature Review in Games and Learning (No. 8). Bristol: Nesta Futurelabs.
Kuo, M. J. (2007). How does an online game based learning environment promote students’ intrinsic motivation for learning natural science and how does it affect their learning outcomes? Proceedings of the First IEEE International Workshop on Digital Game and Intelligent Toy Enhances Learning, 135-143.
Li, L. Y. (2015). Development and evaluation of a Web-based e-book with a concept mapping system. Journal of Computers in Education, 2(2), 211-226.
Lim, S. Y., & Chapman, E. (2012). An investigation of the Fennema-Sherman mathematics anxiety subscale. Measurement and Evaluation in Counseling and Development, 0748175612459198.
Liu, C. C., Chen, H. S., Shih, J. L., Huang, G. T., & Liu, B. J. (2011). An enhanced concept map approach to improving children’s storytelling ability. Computers & Education, 56(3), 873-884.
Liu, C.C., Don, P.H., & Tsai, C.M. (2005). Assessment based on linkage patterns in concept maps. Journal of Information Science and Engineering, 21, 873-890.
Markham, K. M., Mintzes, J. J., & Jones, M. G. (1994). The concept map as a research and evaluation tool: Further evidence of validity. Journal of research in science teaching, 31(1), 91-101.
McClure, J. R., Sonak, B., & Suen, H. K. (1999). Concept map assessment of classroom learning: Reliability, validity, and logistical practicality. Journal of research in science teaching, 36(4), 475-492.
Miller, N., & Pollock, V. E. (1994). Meta-analytic synthesis for theory development. In H. Cooper & L. V. Hedges (Eds.). The handbook of research synthesis, 457-483.
Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning: A review of the literature.
Nicase, V., Cogerino, G., Fairclough, S., Bcois, J., & Davis, K. (2007). Teacher feedback and interactions in physical education: Effects of student gender and physical activities. European Physical Education Review, 13(3), 319-337.
Novak, J. D. (2010). Learning, creating, and using knowledge: Concept maps as facilitative tools in schools and corporations. Routledge.
Novak, J. D., & Gowin, D. B. (1984). Learning how to learn. New York: Cambridge University Press.
Paas, F. G. (1992). Training strategies for attaining transfer of problem-solving skill in statistics: A cognitive-load approach. Journal of educational psychology, 84(4), 429.
Paas, F. G. W. C., & Van Merriënboer, J. J. G. (1994). Instructional control of cognitive load in the training of complex cognitive tasks. Educational Psychology Review, 6(4), 351-371.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
Peng, H.Y., Su, Y.J., Chou, C., & Tsai, C.C. (2009). Ubiquitous knowledge construction: Mobile learning re-defined and a conceptual framework. Innovations in Education and Teaching International, 46, 171–183.
Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. Computers in Human Behavior, 21(5), 745-771.
Prensky, M. (2001). Digital game-based learning.
Prensky, M. (2007). How to teach with technology: Keeping both teachers and students comfortable in an era of exponential change. Emerging technologies for learning, 2(4), 40-46.
Richardson, F. C., & Suinn, R. M. (1972). The mathematics anxiety rating scale: psychometric data. Journal of counseling Psychology, 19(6), 551.
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., ... & Rodriguez, P. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71-94.
Ruiz-Primo, M.A., & Shavelson, R.J. (1996). Problems and issues in the use of concept maps in science assessment. Journal of Research in Science Teaching, 33, 569-600.
Schwendimann, B. A., & Linn, M. C. (2016). Comparing two forms of concept map critique activities to facilitate knowledge integration processes in evolution education. Journal of Research in Science Teaching, 53(1), 70-94.
Shih, J. L., Shih, B. J., Shih, C. C., Su, H. Y., & Chuang, C. W. (2010). The influence of collaboration styles to children’s cognitive performance in digital problem-solving game ‘William Adventure’: A comparative case study. Computers & Education, 55(3), 982-993.
Stoica, I., Moraru, S., & Miron, C. (2011). Concept maps, a must for the modern teaching-learning process. Romanian Reports in Physics, 63(2), 567-576.
Sweller, J., Van Merriënboer, J. J. G., & Paas, F. G. W. C. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10(3), 251-297.
Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE review, 41(2), 16.
Wu, P. H., Hwang, G. J., Milrad, M., Ke, H. R., & Huang, Y. M. (2012). An innovative concept map approach for improving students’ learning performance with an instant feedback mechanism. British Journal of Educational Technology, 43(2), 217-232.
Yang, Y. T. C., & Chang, C. H. (2013). Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement. Computers & Education, 68, 334-344.
Wang, J. Y., Chu, H. C., & Hwang, G. J. (2010). Effects of diverse technologies-based concept map strategies on learning attitude and academic achievement of students. In 6th Taiwan E-Learning Forum (TWELF 2010), Taichung, Taiwan.

QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
無相關期刊