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研究生:蘇育琳
論文名稱:應用模擬式遊戲於理財教育對國小學童理財學習成效及動機之影響
論文名稱(外文):The Effect of Applying Simulation Game to Financial Education on Learning Outcome and Motivation of Elementary Students.
指導教授:張國恩張國恩引用關係宋曜廷宋曜廷引用關係
學位類別:碩士
校院名稱:國立臺灣師範大學
系所名稱:資訊教育學系
學門:教育學門
學類:專業科目教育學類
論文種類:學術論文
論文出版年:2011
畢業學年度:100
語文別:中文
論文頁數:175
中文關鍵詞:遊戲式學習網頁式學習理財教育情境模擬經驗學習
外文關鍵詞:game-based learningweb-based learningfinancial educationsituated learningexperitial learning
相關次數:
  • 被引用被引用:19
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  • 下載下載:150
  • 收藏至我的研究室書目清單書目收藏:14
本研究依據kolb的經驗學習模型(Experiential Learning Model),分別設計理財教育的模擬遊戲式教材與多媒體互動網頁式教材,並比較兩種不同教學模式對不同性別學生在理財學習成效及動機之影響。並進一步探討不同遊戲經驗、遊戲偏好的學習者,在學習後的成效與動機之差異情形。研究對象為國小六年級學生,有效樣本為90人,實驗教學活動為期4週,共160分鐘。本研究採「準實驗設計之不等組前、後測設計」,自變項為教學模式,分為「模擬遊戲式教材」和「多媒體互動網頁式教材」;背景變項為性別、遊戲經驗和遊戲偏好;依變項為理財學習成效、學習動機與系統滿意度。

研究結果發現:(1)經驗學習模型(Experiential Learning Model)對於理財教育是有效的教學策略;(2)「模擬遊戲式教材」較有助於理財態度的培養,「多媒體互動網頁式教材」較有助於理財知識的建立;(3)不同性別、遊戲經驗與遊戲偏好的學生,在「模擬遊戲式教材」中皆獲得不錯的學習成效;(4)使用「模擬遊戲式教材」的學生,有較高的學習動機;(5)不同性別、遊戲經驗與遊戲偏好的學生,在「模擬遊戲式教材」中皆有不錯的學習動機;(6)不同性別的學生對本研究開發的教材皆有不錯之評價,尤其是女性對系統的「介面設計」評價較高。
This study is based on kolb's Experiential Learning Model to design two different learning materials for financial education. One is ‘simulation game,’ and the other is ‘multimedia interaction website.’ The purpose of this study is to compare the effects of different teaching methods on different gender students' learning performance and learning motivation. And further, it discusses the differences between students who have different game experiences and game preferences.

There are 90 sixth-grade subjects participating in the four-week financial learning activity. The ‘pretest-posttest nonequivalent groups of the quasi-experimental designs’ is employed in the study. The independent variable is teaching method, including ‘simulation game’ and ‘multimedia interaction website’; the background variables include gender, game experiences and game preferences; the dependent variables include learning achievement, learning motivation and learning satisfaction.

The results show that (a) ‘Experitial Learning Model’ is a suitable strategy for financial education ; (b) ‘simulation game’ can improve financial attitude better, and ‘multimedia interaction website’ can enrich financial knowledge better; (c) regardless of gender, game experience and game preference, all students have great learning achievement after using ‘simulation game’; (d) ‘simulation game’ can promote learning motivation much more than ‘multimedia interaction website’ ; (e) regardless of gender, gaming experience and gaming preference, all students have great learning motivation after using ‘simulation game;’ (f) both girls and boys have great learning satisfaction toward two materials, especially girls have higher evaluation to the design of interface.
附表目錄................vi
附圖目錄................ix

第一章 緒論.............1
第一節 研究背景與動機........1
第二節 研究目的與待答問題......6
第三節 名詞解釋...........7
第二章 文獻探討...........9
第一節 模擬遊戲式學習........9
第二節 模擬遊戲式學習之相關理論...19
第三節 多媒體電腦輔助式學習.....24
第四節 國小理財課程的內涵與實施現況.33
第三章 系統設計與發展........49
第一節 學習內容架構.........49
第二節 系統設計原則.........53
第三節 系統架構與內容........60
第四章 研究方法...........77
第一節 實驗對象...........77
第二節 實驗設計...........78
第三節 實驗工具...........82
第四節 實驗程序...........90
第五節 資料處理與分析........93
第五章 研究結果與討論........95
第一節 理財學習成效.........95
第二節 理財學習動機.........104
第三節 系統滿意度..........112
第四節 綜合討論...........117
第六章 結論與建議..........126
第一節 結論.............126
第二節 建議.............128
參考文獻................132
附錄一 學習動機量表(實驗組)....144
附錄二 學習動機量表(對照組)....148
附錄三 系統滿意度量表(實驗組)...152
附錄四 系統滿意度量表(對照組)...154
附錄五 【理財知多少】學習單.....156
附錄六 情境故事與學習目標對應表...169
一、中文部分
中華民國財金智慧教育推廣協會(2008)。國小學童財金生活教育課程。台北市:作者。
王裕德(2001)。多媒體電腦輔助教學環境中合作學習對技職院校學生程式設計學習成效影響之研究(未出版碩士論文)。彰化師範大學工業教育學系,彰化縣。
朱峻宏(2005)。不同思考風格者對電腦遊戲特質偏好之研究(未出版碩士論文)。國立中央大學網路學習科技研究所,桃園縣。
江冠儀(2004)。導覽人物之圖像複雜度在幼兒電腦多媒體教材之研究(未出版碩士論文)。國立臺灣藝術大學多媒體動畫藝術研究所,台北縣。
吳叔鎮(2011)。悅趣化數位學習對國小高年級學童自然與生活科技領域學習成效之影響(未出版碩士論文)。國立臺北教育大學教育傳播與科技研究所,台北市。
李莉秋(2007)。國小高年級理財教育情境教學模式實施之行動研究—基隆市國小六年級的個案為例(未出版碩士論文)。國立臺北教育大學課程與教學研究所,台北市。
李煙長(2000)。國小學童網路化寫作學習社群之建構與實施(未出版碩士論文)。淡江大學教育科技學系,台北縣。
林依璇(2007)。以心象模型為基礎之電腦輔助教學研究-以中學物理光學折射為例(未出版碩士論文)。國立臺北教育大學教育傳播與科技研究所,台北市。
林昱成(2007)。遊戲式模擬軟體之設計與研究:以小學自然科槓桿原理學習為例(未出版碩士論文)。國立臺灣師範大學資訊教育學系,台北市。
花旗銀行、中華民國財金智慧教育推廣協會(2007)。財金素養大調查結果顯示 財金教育普及化仍有相當大的進步空間。花旗‧財金智慧協會聯合新聞稿。取自http://www.citibank.com.tw/global_docs/chi/pressroom/20071107.pdf
邱孝茹(2007)。遊戲式虛擬網站對國小高年級學童學習動機及學習成效之研究-以虛擬恐龍館為例(未出版碩士論文)。國立新竹教育大學教育學系碩士班,新竹市。 
邱惠芬(2002)。多媒體介面對國小學童學習動機、學習成就及學習保留的影響(未出版碩士論文)。屏東師範學院教育科技研究所,屏東縣。
國民教育司(2009,10月5日)。金融基礎教育國中融入教學試辦計劃Q&;A。【最新消息】。取自http://www.edu.tw/eje/index.aspx
洪聖斐(2010)。金錢與消費電腦輔助教學對國小中度智能障礙兒童錢幣使用學習成效之研究(未出版碩士論文)。國立臺北教育大學特殊教育學系碩士班,台北市。
胡春嬌(2003)。從心流理論探討國小學童電腦遊戲經驗之研究(未出版碩士論文)。國立花蓮師範學院輔導碩士班,花蓮縣。
范禎娠(2009)。活動本位教學策略應用於國中理財教學成效之研究(未出版碩士論文)。國立臺灣師範大學公民教育與活動領導學系,台北市。
孫玉鳳(2007)。國小金融教育課程架構之研究(未出版碩士論文)。國立臺灣海洋大學教育研究所,基隆市。
孫碧霞(2004)。多媒體電腦輔助教學對國小學習障礙學生分數概念學習成效之研究(未出版碩士論文)。國立臺東大學教育研究所,台東縣。
徐新逸、戴婉如(2010)。情境模擬教學應用於軟性技能課程的設計與發展。載於區國良(總編輯),2010電腦與網路科技在教育上的應用研討會論文集(頁181-185)。新竹市:新竹教育大學資訊科學研究所。
徐誠凱(2008)。網路虛擬湖泊生態系統之建置與研究(未出版碩士論文)。國立新竹教育大學資訊科學研究所,新竹市。
張國恩(2002)。從學習科技的發展看資訊科技融入教學之內涵。北縣教育,41, 16-25。
張雅雯(2000)。兒童英語網路化多媒體教材之發展(未出版碩士論文)。淡江大學教育科技學系,台北縣。
許進富(2009)。多媒體單元教材設計準則之探討—以臺北市多媒體教材資源中心國小組特優作品為例(未出版碩士論文)。臺北市立教育大學數學資訊教育學系,台北市。
郭聿惠(2010)。數位遊戲式學習對高職資訊科學習成就與動機之影響—以角色扮演遊戲為例(未出版碩士論文)。國立台北科技大學技術及職業教育研究所,台北市。
陳建雄、凃維妮(2003)。互動式電腦遊戲對兒童色彩明度與彩度理解之影響研究。藝術教育研究,6,39-57。
陳煥文、李岳鴻(2007)。國小六年級學童經濟素養測驗之編製與相關因素之探討。國家教育研究與發展期刊,3(2),36。
陳靖彤(2006)。以學習理論探討網路教學介面設計與學習滿意關係之研究(未出版碩士論文)。中原大學商業設計研究所,桃園縣。
陳慧娟(1998)。情境學習理論的理想與現實。教育資料與研究,25,47-55。
惲幼珍(2008)。國小高年級實施理財課程之行動研究-以臺北市國小六年級為例(未出版碩士論文)。國立臺北教育大學課程與教學研究所,台北市。
黃劍華(2009)。理財教育融入國小課程之策略與實施之研究(未出版碩士論文)。國立臺灣師範大學公民教育與活動領導學系,台北市。
楊述容(2008)。國小兒童理財概念活動方案學習成效之研究(未出版碩士論文)。國立屏東教育大學社會科教育學系碩士班,屏東縣。
劉正雄(2007)。國小三年級金錢觀教育之行動研究-以臺北市某國小為例(未出版碩士論文)。臺北市立教育大學國民教育研究所,台北市。
劉慧芬(2008)。臺北市國民小學教師理財素養與理財教育認知之相關研究(未出版碩士論文)。國立臺北教育大學國民教育學系,台北市。
積金局派故事書 讓幼園生學理財(2010,10月19日)。香港文匯報訊。取自http://paper.wenweipo.com/2010/10/19/ED1010190003.htm
鍾金龍(2007)。學童在遊戲學習中專注度與學習表現之研-以模擬黑面琵鷺生態的遊戲系統為例(未出版碩士論文)。國立臺南大學數位學習科技學系,台南市。
蘇家瑩(2009)。國小多媒體單元教材設計準則之探討(未出版碩士論文)。 臺北市立教育大學數學資訊教育學系,台北市。

二、英文部分
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