跳到主要內容

臺灣博碩士論文加值系統

(44.213.60.33) 您好!臺灣時間:2024/07/20 05:34
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

: 
twitterline
研究生:童俊凱
研究生(外文):TUNG,CHUN-KAI
論文名稱:運用健身體感APP教學方式對國中生體育課學習動機之研究
論文名稱(外文):A study on the learning motivation of physical education classes among junior high school students using physical sensation APP teaching methods.
指導教授:何漢彰
指導教授(外文):HO, HANN-JANG
口試委員:欉振坤許榮望何漢彰
口試委員(外文):Tsung, Chen-KunHSU, RONG-WANGHO, HANN-JANG
口試日期:2024-05-25
學位類別:碩士
校院名稱:吳鳳科技大學
系所名稱:應用數位媒體系
學門:設計學門
學類:視覺傳達設計學類
論文種類:學術論文
論文出版年:2024
畢業學年度:112
語文別:中文
論文頁數:61
中文關鍵詞:體感遊戲數位教材學習動機學習意願學習成效
外文關鍵詞:Digital Teaching MaterialsMotion Sensing GameLearning MotivationLearning WillingnessLearning Effectiveness
相關次數:
  • 被引用被引用:0
  • 點閱點閱:10
  • 評分評分:
  • 下載下載:4
  • 收藏至我的研究室書目清單書目收藏:0
隨著網路和數位科技的進步,學習方法變得比以往更加容易和便捷。數位教材的使用已占當今教學模式中的重要一環,特別是近年體感遊戲(Motion Sensing Game)的迅速發展並逐漸被應用在學校,以補充或取代部份的傳統體育教學方式。在體育教學上,數位教材的學習方式不僅提供學生及老師無限的視野及空間,更突破傳統體育教學課堂的限制,幫助學生提升學習動機、增加學習績效,協助老師有效達成教學目標。本研究使用健身體感APP教學方式(稱為Active Arcade),以嘉義市某國中男、女生為例,在課堂上實際操作健身體感APP遊戲,並設計單元教案當作數位學習教材,以其來探討國中生不同性別、不同年級對操作健身體感數位遊戲後之學習動機、學習意願及成效。本研究發現:1.體育課運用健身體感APP教學方式確實對學習成效和學習動機有影響;2.實施健身體感APP教學方式的學習成效高於實施傳統體育教學的學習成效;3.運用健身體感APP教學方式對不同性別及不同年級國中學生之體育學習成績與動機均有顯著差異。最後,依據本研究發現,希望本研究可提供未來健身體感APP教學方式運用在體育教學上的參考。希望本研究可提供未來健身體感APP教學方式運用在體育教學上的參考。

關鍵詞:數位教材、體感遊戲、學習動機、學習意願、學習成效

With the advancement of networks amd digital technologies, learning methods have become more accessible and convenient than ever before. The use of digital teaching materials has accounted for an important part of today's teaching model, and in recent years Motion Sensing Game has been rapidly developed and gradually adopted in schools, and has been used as teaching tools to replace traditional physical education teaching methods. In physical education, the number of teaching materials and learning methods are limited to provide students and teachers with unlimited horizons and space, further limit the number of teaching materials in the physical education classroom, offer teaching motivation for assistant students, increase academic learning performance, and achieve the teaching goals of cooperation teachers. This study uses the physical sensation APP teaching method (called Active Arcade), taking male and female from a junior high school in Chiayi City as examples to actually operate the physical sensation APP game in the classroom, and also designed the teaching materials to explore the learning motivation, willingness and effectiveness of middle school students of different genders after operating the physical sensation game. The findings of this study are as follows: 1. The use of fitness sensory APP teaching methods in physical education classes indeed impacts learning outcomes and learning motivation; 2. The learning outcomes of implementing fitness sensory APP teaching methods are higher than those of traditional physical education teaching methods; 3. There are significant differences in the physical education learning outcomes and motivation among junior high school students of different genders and grades when using fitness sensory APP teaching methods. Finally, based on the findings of this study, It is hoped that this study can provide a reference for the application of physical sensation APP teaching methods in physical education teaching in the future.

Keywords: Digital Teaching Materials, Motion Sensing Game, Learning Motivation, Learning Willingness, Learning Effectiveness


第1章 緒論 1
第1.1節 研究背景 1
第1.2節 研究動機 2
第1.3節 研究目的 2
第1.4節 研究限制 3
第1.5節 研究流程 4
第2章 文獻探討 6
第2.1節 體感遊戲 6
第2.2節 體感遊戲之教學應用 8
第2.3節 學習動機 10
第3章 健身體感APP與教材教案設計 12
第3.1節 健身體感APP簡介 12
第3.2節 健身體感APP數位教材 15
第3.3節 健身體感APP數位媒體教材實施流程 16
第4章 研究方法 19
第4.1節 研究對象及實施範圍 19
第4.2節 研究架構 19
第4.3節 研究假說 20
第4.4節 研究變項之定義與操作化 22
第4.5節 問卷設計及參考量表 25
第4.6節 問卷分析方法 29
第5章 研究結果與分析 30
第5.1節 研究對象之描述性統計 30
第5.2節 學習成效描述性統計分析 32
第5.3節 前後測驗成績之相依樣本t檢定 35
第5.4節 學習動機描述性統計分析 40
第5.5節 學習動機量表各構面之信度分析 45
第5.6節 學習動機之獨立樣本t檢定 47
第5.7節 學習動機之變異數分析(ANOVA) 50
第6章 結論與建議 54
第6.1節 結論 54
第6.2節 建議 56
參 考 文 獻 58
一、中文部份 58
二、西文部份 58


一、中文部份
1.吳靜吉、程炳林(1992)。激勵的學習策略量表之修訂。中國測驗學會測驗年刊,39,59-78。
2.Active Arcade (2024),官方網站(https://www.activearcade.ai/)

二、西文部份
1.Pintrich, P. R. (1991). A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ).
2.Pintrich, P. R., Smith, D. A., Garcia, T., & McKeachie, W. J. (1993). Reliability and predictive validity of the Motivated Strategies for Learning Questionnaire (MSLQ). Educational and psychological measurement, 53(3), (pp.801-813).
3.Duncan, T. G., & McKeachie, W. J. (2005). The making of the motivated strategies for learning questionnaire. Educational psychologist, 40(2), (pp.117-128).
4.Lu, W. (2023). Gesture recognition in somatosensory game via Kinect sensor. Internet Technology Letters, 6(5), (pp.e311).
5.Yang, H., & Li, Y. (2022). Wushu movement evaluation method based on Kinect. In IEEE 2022 2nd International Conference on Information Technology and Contemporary Sports (TCS).
6.Hu, H. J. (2023). A Study of Interactive Design Games to Enhance the Fun of Muscle Strength Training for Older Adults. In International Conference on Human-Computer Interaction (pp. 420-434). Cham: Springer Nature Switzerland.
7.Gao, L., Geng, N., & Wang, C. (2023). A Sports Training System Based on Kinect Intelligent Wearable Device. In 2023 IEEE 4th Annual Flagship India Council International Subsections Conference (INDISCON).
8.Li, J. (2022). The Impact of motion-sensing exercise games on young adults : Take ‘Ring Fit Adventure’ as example (Dissertation). Retrieved from https://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-21980
9.Zhang, L., Guo, J., Zhang, J., Zhang, L., Li, Y., Yang, S. & Guo, F. (2023). Interactive Cognitive Motor Training: A Promising Approach for Sustainable Improvement of Balance in Older Adults. Sustainability, 15(18), (pp.13407).
10.Lyu, Z. (2023). State-of-the-Art Human-Computer- Interaction in Metaverse. International Journal of Human–Computer Interaction, (pp.1-19).
11.Hu, X., Ma, Z., Fan, X., & Wang, Y. (2022). Research on Application of Somatosensory Interactive Technology in Teaching. In Wireless Technology, Intelligent Network Technologies, Smart Services and Applications: Proceedings of 4th International Conference on Wireless Communications and Applications (ICWCA 2020) (pp. 211-217). Springer Singapore.
12.Liu, Y., & Shen, B. (2022). The application of somatosensory interaction in different fields. In 2022 IEEE 2nd International Conference on Data Science and Computer Application (ICDSCA).
13.Chang, I. C., & Yen, C. E. (2023). Application of Somatosensory Computer Game for Nutrition Education in Preschool Children. Computers, 12(1),(pp. 20).
14.Wang, Q., Wang, X., & Xu, L. (2022). Intelligent somatosensory interactive activities restore motor function to children with autism. Journal of Healthcare Engineering, 2022.
15.Yang, G., Chen, Y., Chen, Y., Fan, Z., Zhang, H., & Wei, X. (2022). Using Serious Games to Teach Preschool Addition and Subtraction: The Difference Between Two Kinds of Embodied Interactive Games. In IEEE. 2022 Eleventh International Conference of Educational Innovation through Technology (EITT) (pp. 126-131).
16.Wallace, J., Scanlon, D., & Calderón, A. (2023). Digital technology and teacher digital competency in physical education: a holistic view of teacher and student perspectives. Curriculum Studies in Health and Physical Education, 14(3), (pp.271-287).
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
1. 國小教師創意教學與學生自我概念學習動機學習策略及學習成效之相關研究
2. 高職汽車科學生專業實習學習動機及學習行為對學習成效之影響研究
3. 學習動機、學習態度、學習滿意度與學習成效關係之研究-以某技術學院美容系學生為例
4. 學習動機、學習滿意度與學習成效關係之研究-以中部某高職學生為例
5. 互動式電子白板融入數學領域對國小高年級學生學習動機與成效之研究
6. 多媒體輔助教學對大學生學習動機與桌球技能學習成效之影響
7. 技藝競賽選手涉入程度、學習動機對學習成效影響之研究-以高中職商業類科餐旅群為例
8. 美容系學生學習動機、學習滿意度與學習成效關係之研究-以嘉義某技術學院為例
9. 澎湖縣國小高年級學生學習動機、學習態度及學習成效關係之研究
10. 學習動機、學習態度與學習成效關聯性之研究
11. 成人學習動機、學習策略、學習行為與學習成效關係之研究--以台東地區護理人員為例
12. 成人學習動機與學習成效關係之研究:以高級中等進修學校第二專長教育班為例
13. 高職餐飲科學生學習動機、學習滿意度與學習成效影響之研究-明台高中為例
14. 大學會計系學生人格特質、學習動機、學習風格與學習成效之相關性研究
15. 學習動機、學習態度、學習滿意度與學習成效關係之研究-以人體彩繪職業訓練為例
 
無相關期刊