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研究生:洪家祐
研究生(外文):Chia-Yu Hung
論文名稱:遊戲情境中之自我效能與自我調節對心流經驗的影響
論文名稱(外文):The Influence of Self-efficacy and Self-regulation on Flow Experience in Gameplay
指導教授:孫春在孫春在引用關係
指導教授(外文):Chuen-Tsai Sun
學位類別:碩士
校院名稱:國立交通大學
系所名稱:理學院碩士在職專班網路學習學程
學門:電算機學門
學類:網路學類
論文種類:學術論文
論文出版年:2008
畢業學年度:96
語文別:中文
論文頁數:98
中文關鍵詞:遊戲情境自我效能自我調節心流經驗
外文關鍵詞:Playing SituationSelf-efficacySelf-regurationFlow experience
相關次數:
  • 被引用被引用:46
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  • 下載下載:376
  • 收藏至我的研究室書目清單書目收藏:10
本研究旨在探討學童於遊戲情境歷程中,以自我效能為期望動機基礎所引發的自我調節與遊戲心流經驗的關係。本研究採實驗相關研究法,以135位小學四、五年級學童為研究樣本,進行為期兩週的單機電腦遊戲關卡挑戰活動,活動中由學童參考遊戲關卡難度與觀察遊戲畫面,自由選擇要挑戰的關卡順序,並以量表測量學童於遊戲情境歷程中的自我效能、自我調節與心流經驗等表現。

根據實驗結果分析發現:(1)學童於遊戲歷程中之自我調節表現與心流歷程狀態具有正相關。(2)學童於遊戲歷程中之心流歷程狀態對活動整體心流狀態具有正相關。(3)自我調節比成就表現對整體心流狀態更具有正向預測力。(4)學童於遊戲歷程中,自我調節各構面對心流狀態各構面有不同影響。其中自我反應對樂趣的預測力達顯著「自我反應(β = .221*)> 自我觀察(β = .202)> 自我判斷(β = .128)」;自我觀察與自我判斷對專注力的預測力達顯著「自我判斷(β = .277*)> 自我觀察(β = .252*)> 自我反應(β = .090)」;自我反應對控制感的預測力達顯著「自我反應(β = .334**)> 自我判斷(β = .152)> 自我觀察(β = .121)」(5)學童於遊戲歷程中,自我效能對自我調節各構面有正相關。(6)遊戲歷程中不同心流歷程狀態的變動對學童自我效能改變有不同影響。其中,高度自我效能學童經歷無聊狀態至憂慮狀態的變動,其自我效能有顯著降低;低度自我效能學童經歷憂慮狀態至無聊狀態的變動,其自我效能有顯著提升。
中文摘要..........................I
誌 謝............................III
目 錄............................IV
表 目 錄........................VI
圖 目 錄........................VIII

第一章 緒 論....................1
1.1 研究動機......................1
1.2 研究目的......................3
1.3 研究問題......................3
1.4 名詞釋義......................3
1.5 研究範圍與限制................6

第二章 文獻探討..................7
2.1 電腦遊戲情境與學習............7
2.2 心流經驗......................8
2.3 自我調節......................15
2.4 自我效能......................21

第三章 研究方法..................26
3.1 研究架構......................26
3.2 研究假設......................27
3.3 研究對象......................27
3.4 研究工具......................27
3.5 實驗流程......................39
3.6 因素分析與信度分析............40

第四章 研究結果...................44
4.1 基本資料分析..................44
4.2 遊戲情境中的心流歷程..........47
4.3 遊戲情境中的整體心流狀態......63
4.4 自我效能與自我調節的相關性....72
4.5 自我效能在遊戲歷程中的變動....74

第五章 結論與建議................80
5.1 結論..........................80
5.2 建議..........................82

參考文獻..........................84
中文部份..........................84
英文部份..........................84
附錄..............................89
附錄A 研究中使用的量表工具.......89
附錄B 個案研究分析結果...........94
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巫博瀚(2005)。以結構方程模式檢驗自我調整學習對國中生學習成就之影響。國立台灣科技大學技術及職業教育研究所碩士論文。
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吳幸玲、郭靜晃(譯)(2003)。James E. Johnson, James F. Christie & Thomas D. Yam Key著。兒童遊戲-遊戲發展的理論與實務(Play and Early Childhood Development)。台北:揚智。
洪素蘋、林珊如(2004)。Whatever you say, I can do it ─「 學生創意自我效能量表」之編製。論文發表於政治大學創新與創造力研究中心主辦之2004年第二屆「創新與創造力」研討會,台北。
孫春在、林珊如(2007)。網路合作學習。台北:心理出版社。
曹文力(2006)。在遊戲情境中以沉浸經驗探討玩興對創造力的影響。交通大學理學院網路學習學程碩士論文。
黃瓊慧(2000)。從沉浸(flow)理論探討台灣大專學生網路使用之行為。國立交通大學傳播研究所碩士論文。
程炳林(2001)。動機、目標設定、行動控制、學習策略之關係:自我調整學習歷程模式之建構及驗證。師大學報,46(1),67-92。
廖根龍(2005)。遊戲學習情境中思考風格對問題解決的影響。交通大學理學院網路學習學程碩士論文。
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