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研究生:魏一傑
研究生(外文):Wei, Yi-Jie
論文名稱:具競爭機制之悅趣化學習系統之研發以增強學習動機
論文名稱(外文):Implementing a Game-Based Learning System with a Competitive Mechanism to Enhance Students’ Learning Motivation
指導教授:楊叔卿楊叔卿引用關係
學位類別:碩士
校院名稱:國立清華大學
系所名稱:資訊系統與應用研究所
學門:電算機學門
學類:系統設計學類
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:142
中文關鍵詞:數位遊戲式(悅趣式)學習競爭學習動機參與度
外文關鍵詞:Digital Game-Based LearningCompetitionMotivationEngagement
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運用資訊科技來輔助學習已是重要的趨勢。而數位遊戲式學習或數位悅趣式學習(Digital Game-based Learning)是近年來熱門的研究領域之一,已普遍使用在各個年齡層之學習。現今熱門的線上遊戲,往往對使用者有極大的吸引力,可以激發使用者呈現非常高的投入程度,而數位遊戲式學習或數位悅趣式學習雖已行之有年,但是目前仍較缺乏可以吸引學習者注意力且讓學習者沉浸於學習過程中的元素。因此,本研究探討現今線上遊戲如此吸引使用者的特性後,發現現今熱門的線上遊戲大多具備競爭機制於遊戲中;此外,研究者觀察到,傳統的競爭活動設計多為指定式分組的方式,將學生分為數個組別進行合作或競爭,較缺乏一個更貼近於學生的競爭情境。因此,本研究利用現今線上遊戲所具備之高度動機的競爭機制,配合台灣北部T大學與C大學間的傳統梅竹賽的實際競爭情境,建置一數位遊戲學習系統,稱為「梅竹Game Online」。「梅竹Game Online」之教學內容旨在介紹梅竹賽的歷史與文化背景以及T大學與C大學兩校之特色,期望透過本系統,能夠更加的提升兩校學生對於學校的了解程度與認同感,並且期望透過競爭機制與梅竹賽實際競爭情境的相輔相成下,能夠提高學生的學習動機以及活動參與、投入程度。
為了解「梅竹Game Online」實際之成效,本研究以T大學與C大學共88為大一新生為研究對象,於2012年11月至2012年12月間,實際使用「梅竹Game Online」數位遊戲學習系統兩週的時間進行「線上梅竹賽」,並後續透過量化與質化的資料分析其對學生學習成效以及競爭機制與實際競爭情境對學習動機之影響。研究成果歸納為以下幾點:(1)本系統能夠提高學生的學習成效,尤以低認知的學生最為顯著;(2)競爭機制與後測分數呈現顯著正相關,高排行榜使用度組的進步程度較大(3)本研究所設計之競爭機制與實際競爭情境能夠增加學生的參與、投入程度,並激發學生的學習動機。
總結以上,本研究認為競爭機制與實際競爭情境應用在遊戲活動設計中,能夠對學生學習動機與參與、投入程度產生正面的影響,但學生會因為競爭機制而產生較特殊的學習現象,本研究將針對改善這些學習現象提出未來的研究建議。

Digital game-based learning is one of popular research fields and also a learning method commonly used in all ages. Today, the popular online games are often highly attractive to users and can stimulate high engagements. Although the digital game-based learning or educational games have already been widely used for years, how to make the games to become very attractive, immersive, etc, is still worthy of exploration. We found that most of those popular online games have competitive mechanism in the game. In addition, we also found that most of traditional competitive activities often divide students into several groups for cooperation and competition. This method often lacks of a competitive environment that get students into the situation. Thus we proposed to design and implement a digital game-based learning system, called Mei-chu game online. This game applies competitive mechanism and combines with the real-life competitive environment of traditional inter-school competition between T and C university in northern Taiwan. Through Mei-chu game online, we hope that the game can inspire students’ learning motivation and enhance students’ engagement.
In order to know the effects of using Mei-chu game online, 88 college freshmen from T and C universities participated in this experiment from November 2012 to December 2012.The 88 students used Mei-chu game online learning system for two weeks. After analyzing the data and feedback, the research finding shows that: (1) Mei-chu game online can improve students’ learning outcomes, especially for the students with lower cognitions; (2) Competitive mechanism and the score of post-test present a significant positive correlation; (3) The competitive mechanism and the real-life competitive environment can enhance the degree of involvement and engagement so that they can inspire students’ learning motivation.
In summary, both competitive mechanism and the real-life competitive environment have positive effects in this study. Finally, the research indicate some improvement suggestions

第一章 緒論
1.1 研究背景
1.2 研究動機與目的
1.3 研究問題
1.4 研究範圍與限制
1.5 重要名詞解釋
1.6 研究內容架構
第二章 文獻回顧
2.1 悅趣化學習
2.1.1 遊戲的定義與種類
2.1.2 遊戲與學習
2.1.3 數位遊戲式學習相關理論
2.1.4 數位遊戲式學習設計
2.1.5 小結
2.2 動機理論
2.2.1 動機的定義與分類
2.2.2 學習動機理論
2.2.3 各學派學習動機觀點
2.2.4 小結
2.3 競爭
2.3.1 競爭與遊戲學習
2.3.2 競爭式遊戲學習相關案例回顧
2.3.3 小結
第三章 研究方法
3.1 研究架構
3.2 研究情境
3.3 研究對象
3.4 研究流程
3.5 資料蒐集與分析
3.5.1 資料蒐集
3.5.2 資料分析
3.5.3 問卷量表信度
第四章 系統設計
4.1 「梅竹Game Online」數位遊戲學習系統開發環境
4.2 Flash Remoting技術
4.3 「梅竹Game Online」功能架構與遊戲流程
4.3.1 系統功能架構
4.3.2 遊戲流程
4.3.3 系統實際畫面
4.4 競爭機制架構與功能
4.4.1 融入實際競爭情境
4.4.2 強調團隊競爭
4.4.3 排行榜呈現方式
第五章 資料分析與討論
5.1 受測學生背景資料分析
5.1.1 受測學生背景分析
5.1.2 受測學生電腦及網路使用程度調查
5.1.3 受測學生梅竹賽的相關背景調查
5.1.4 小結
5.2 「梅竹Game Online」數位遊戲學習系統成效分析
5.2.1 前、後測成績分析
5.2.2 排行榜使用程度與進步程度相關性分析
5.2.3 前、後測成績組內差異分析
5.2.4 排行榜使用程度與後測分數組內差異分析
5.2.5 小結
5.3 競爭機制融入教育遊戲之感受與行為探討
5.3.1 融入競爭機制對學習動機之影響
5.3.2 競爭機制結合實際競爭情境的影響分析
5.3.3 顯示高分玩家模組功能分析
5.3.4 暱稱、遊戲與壓力關係
5.3.5 競爭機制對受測學生遊戲行為之影響分析
5.4 競爭機制設計之滿意度分析
5.5 討論
第六章 結論與建議
6.1 結論
6.2 研究建議與未來展望
6.2.1 競爭機制與功能設計
6.2.2 實驗活動設計
6.2.3 未來展望
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