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研究生:周逸璇
研究生(外文):Yi-Shiuan Chou
論文名稱:結合角色扮演策略與模擬情境的高中電磁鐵數位教學遊戲之發展與評估
論文名稱(外文):The development and evaluation of a digital educational game using role-play strategy and simulation situation for teaching high school students’ electromagnet concepts
指導教授:蔡孟蓉蔡孟蓉引用關係侯惠澤侯惠澤引用關係
指導教授(外文):Meng-Jung TsaiHuei-Tse Hou
口試委員:蔡孟蓉侯惠澤
口試委員(外文):Meng-Jung TsaiHuei-Tse Hou
口試日期:2013-01-17
學位類別:碩士
校院名稱:國立臺灣科技大學
系所名稱:數位學習與教育研究所
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:2013
畢業學年度:101
語文別:中文
論文頁數:81
中文關鍵詞:數位教學遊戲模擬操弄角色扮演問題解決科技接受度心流
外文關鍵詞:digital learning gamessimulation manipulationrole-playingproblem solvingtechnology acceptanceflowinquiry-based science learning
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運用模擬操弄輔助教學時,學習者可藉由在模擬軟體中的操弄經驗,輔助物理科的程序性知識學習。目前,數位遊戲教學日益受到學習科技領域的重視,倘若可以進一步加深學習者與擬真情境連結,並賦予適當的遊戲元素與各種教學策略(如: 情境式教學法、角色扮演教學法、問題解決教學法),將可望更有助於促發學習者主動進行模擬操弄學習的動機與成效。本研究目的主要為發展基於上述教學策略的高中電磁鐵數位教學遊戲「逃出研究室」,並針對性別、有無過關、學習成效、科技接受度、心流之間的關連與差異等議題進行初步的探究。為探究以上議題,本研究擬以所發展之「逃出研究室」教學遊戲軟體、學習成效評量、科技接受度問卷與心流問卷等工具進行實驗。參與者為台灣某北部高中一年級學生共148名。研究結果發現本遊戲的科技接受度與學習者的心流具有一定水準,但認知易用性仍須加強。其中,各維度中促成心流的先決因素與認知易用性達中度相關,並且性別與有無過關在科技接受度與心流上有一定程度的差異。
With the use of simulated manipulation in teaching, learners can learn physics procedural knowledge by manipulating the simulation software. Nowadays, the application of digital games to teaching is gradually emphasized in the field of learning technology. If we can further deepen the connection between learners and the realistic scenarios and provide learners appropriate game elements and various teaching strategies (e.g., situated learning, role-playing , and problem solving), this will help trigger learners’ learning motivation and effectiveness of the analog manipulation. The main purpose of this study was to develop a digital educational game called “Escape The Lab” for teaching electromagnet in a high school Physics course based on above-mentioned teaching strategies. Also, this study preliminarily explored the relationships and differences between gender, game completion, and the learning effectiveness, technology acceptance and flow. To explore the issues mentioned above, this study developed the teaching game software “Escape The Lab” and a learning assessment as well as modified a technology acceptance questionnaire and a flow questionnaire. Samples of the study were 148 tenth grade students from a high school in northern Taiwan. The findings indicate that the learners’ technology acceptance of this game and their flow reached a certain degree, although their perceived ease of use needs to be improved. A significantly moderate correlation is found between students’ flow antecedents and perceived ease of use. In addition, some aspects of technology acceptance and flow are different between genders and between game completion groups.
摘要
ABSTRACT
誌謝
目錄
圖次
表次
第壹章 緒論
第一節 研究背景與動機
第二節 研究目的與問題
第貳章 文獻探討
第一節 數位遊戲式學習
一、 數位遊戲式學習的特性
二、 數位遊戲式學習的趨勢
三、 數位遊戲式學習中的性別差異
第二節 情境式學習
一、 情境式學習的理論
二、 情境式學習理論應用於數位教育遊戲
第三節 角色扮演教學
第四節 問題解決教學策略
第五節 電腦輔助物理教學
第六節 模擬教學遊戲的應用
第七節 科技接受度
一、 科技接受度定義
二、 科技接受度相關研究
第八節 心流
一、 心流的定義
二、 心流相關研究
第九節 小結
第參章 研究方法
第一節 研究設計
第二節 研究對象
第三節 研究工具
一、 遊戲系統
二、 學習成效評量
三、 科技接受度評量
四、 心流評量
第四節 研究程序
第五節 資料蒐集與分析
第肆章 研究結果
第一節 高一學生對於「逃出研究室」遊戲之科技接受度與心流程度
一、 心流
二、 科技接受度
第二節 高一學生的學習成效、科技接受度與心流之間的關連
第三節 不同性別的學習者在學習成效、科技接受度與心流程度的差異
一、 性別對於學習成效的差異
二、 性別對於科技接受度與心流程度的差異
第四節 有無過關的學習者在學習成效、科技接受度與心流程度的差異
一、 有無過關對於學習成效的差異
二、 有無過關對於科技接受度與心流程度的差異
第五節 成功過關與未過關的學習者在科技接受度與心流程度的性別差異
一、 性別與有無過關的分布與獨立性
二、 成功過關學習者在科技接受度與心流程度的性別差異
三、 未過關學習者在科技接受度與心流程度的性別差異
第伍章 討論
第一節 高一學生對於「逃出研究室」遊戲之科技接受度與心流程度
第二節 高一學生的學習成效、科技接受度與心流之間的關連
第三節 不同性別的學習者在學習成效、科技接受度與心流程度的差異
第四節 有無過關的學習者在學習成效、科技接受度與心流程度的差異
第五節 成功過關與未過關的學習者在科技接受度與心流程度的性別差異
第陸章 結論與建議
第一節 結論
第二節 建議
一、 系統發展
二、 教學實務
三、 未來研究上的建議
參考文獻
附錄一:科技接受度評量
附錄二:心流評量
附錄三:學習成效評量
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7. 無縫隙線上討論環境之建構與評估-序列行為分析與其對學習之影響
8. 結合專題導向學習之部落格多媒體專題寫作之歷程分析-以高職音樂課程為例
9. 結合虛擬實境情境學習與多元鷹架之有機化學教學遊戲的發展與評估: 成效、心流與行為之分析
10. 結合認知學習理論之化學教育桌遊:心流分析與材質評估
11. 結合情境脈絡線索作為認知鷹架的擴增實境國中生物科桌上遊戲的學習成效與行為模式分析
12. 運用合作問題解決與鷹架教學策略之擴增實境科學史教育桌遊之設計與評估
13. 運用多重表徵與認知鷹架的國中數學科擴增實境桌上遊戲的學習成效與歷程分析
14. 運用認知鷹架與模擬操作之實驗室密室脫逃遊戲之設計與評估:以化學滴定實驗為例
15. 整合提問與引導鷹架之網路模擬與社交環境對合作問題解決表現之影響