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研究生:李佳珉
研究生(外文):Chia-min Lee
論文名稱:以精熟度學習法設計數學練習遊戲:Second Life在數學學習的應用
論文名稱(外文):Designing Mathematical Game with Mastery Learning Method:an Application of Math Learning in Second Life
指導教授:楊鎮華楊鎮華引用關係
指導教授(外文):Stephen J.H. Yang
學位類別:碩士
校院名稱:國立中央大學
系所名稱:資訊工程研究所
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2012
畢業學年度:100
語文別:中文
論文頁數:49
中文關鍵詞:精熟度學習法Second Life
外文關鍵詞:Mastery learningSecond Life
相關次數:
  • 被引用被引用:1
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本論文主要是研究透過將精熟度學習法融入3D虛擬環境Second Life中設計數學練習遊戲,對學生學習態度、學習動機之影響,及探討學生對系統滿意度的感受,除了以上的討論,論文中針對本系統如何幫助老師於課堂中利用系統輔助教學及學生如何從系統中自行練習做額外學習方式的探討,以便實驗在未來的發展。
實驗結果發現學生在學習數學動機方面有明顯的改善,而學習態度中對於數學的概括認識程度、焦慮程度、數學上的自我感知程度、對數學的信念程度、系統使用的看法、感知有用性也呈現明顯的正面影響,系統滿意度方面,學生對於3D數學遊戲的練習環境覺得有助於學習,且遊戲中能提供多方面的學習教材也讓學生對系統的使用更加肯定。
整體而言,透過使用本系統學習數學能夠提升學生對於數學學習的動機且能改善數學學習態度,學生改學學習的心態才能在數學方面的表現更好。
This paper mainly describes the way how to design a mathematical game on Second Life with Mastery learning. After finishing the system, we find some participants to join our experiment testing. According to the experiment , participants have to do the questionnaires before and after out experiment. Then we discuss and analyze the experiment result to find out the system using impact on participants attitudes, motivation and satisfaction about system. Besides, we talk about how teachers can use our system doing help with their teaching and students how to use our system studying themselves.
The experiment results show that the system indeed doing a lot of helps to our participants about math learning attitudes and motivation. Students feel excited about using our system learning math. After all, using our system to learn math can help our attitudes and motivation towards math. Students can learn as much as before.
目 錄
中文摘要 i
英文摘要 ii
誌謝 iii
目錄 iv
表目錄 List of Tables v
圖目錄 List of Figures vi
一、 緒論 1
1.1 研究背景與動機 1
1.2 研究目的 2
1.3 研究問題 2
1.4 論文架構 2
二、 文獻探討 3
2.1 Virtual Worlds 虛擬世界 3
2.2 Second Life 5
2.3 Game-based Learning遊戲式學習 7
2.4 Mastery Learning精熟度學習法 10
三、 系統 15
3.1 遊戲簡介 15
3.2 遊戲設計架構 15
3.3遊戲理念 16
3.4 遊戲流程 19
3.5 遊戲操作方式 21
3.5.1 木人巷答題 21
3.5.3 群魔亂舞關卡答題 22
3.6 遊戲畫面呈現 23
3.6.1 木人巷畫面 23
3.6.2 練功房畫面 23
3.6.3 群魔亂舞畫面 24
四、 研究方法 25
4.1 實驗對象 25
4.2 教材 25
五、 研究結果 27
六、 結果討論 36
七、 結論 39
八、 參考文獻 40
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