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研究生:劉佳琦
研究生(外文):Liu, Chia-Chi
論文名稱:輔助國小高年級學生學習運算思維之遊戲式App設計與評鑑
論文名稱(外文):Design and evaluation of a game-based App to support the upper-grade elementary school students' learning of computational thinking
指導教授:陳昭秀陳昭秀引用關係
口試日期:2018-6-29
學位類別:碩士
校院名稱:國立交通大學
系所名稱:教育研究所
學門:教育學門
學類:綜合教育學類
論文種類:學術論文
論文出版年:2018
畢業學年度:106
語文別:中文
論文頁數:102
中文關鍵詞:運算思維遊戲式學習行動學習資訊教育
外文關鍵詞:computational thinkinggame-based learningmobile learninginformation education
相關次數:
  • 被引用被引用:5
  • 點閱點閱:539
  • 評分評分:
  • 下載下載:58
  • 收藏至我的研究室書目清單書目收藏:6
本研究結合行動學習與遊戲式學習的特色,發展出一款輔助國小高年級學生學習運算思維的遊戲學習系統-「鳥兒尋寶去」。本研究於系統開發階段回顧了相關研究文獻及分析現有的程式教學軟體、訪談國中及國小教師,以瞭解目前學生的程式運算思維能力並且歸納出開發遊戲的重點,並且依據需求分析結果設計遊戲雛型。
本研究系統評估分為兩個階段,第一階段為專家評鑑,邀請三位專家評鑑系統雛型,透過QUIS量表與半結構式訪談後,整理出專家對系統介面、遊戲內容、題目設計等問題提出的改善建議,並且進行系統修正。第二階段為針對目標使用者的實地施測評鑑,共有49位國小學生使用此系統。學生在玩遊戲前與玩遊戲後皆會填寫程式的相關測驗以及系統態度量表,研究者並且選擇五位學生進行訪談,以了解學生在使用此系統的學習態度及學習成效。
研究結果發現學生對利用本遊戲學習程式運算思維的態度良好,並且對於程式概念的學習成效有顯著的提升。另外分析使用者對於系統可用性的評估結果發現,目標使用者一致認為遊戲操作容易,並且遊戲題目具有挑戰性,且在玩遊戲的過程中能夠學到新的事物。此外,針對系統的關卡數目、遊戲元素、遊戲畫面尚不足,為未來可以改善之部分。
未來研究建議,除了能夠將目標使用者提出的建議予以修正外,也可以將本遊戲當作程式教學的輔助教材,也可以與不同的學習方式比較,以及探究不同遊戲策略者的學習差異。
This study integrates the characteristics of mobile learning and game-based learning to design an App called “Birdy’s Treasure Hunt” to support the upper-grade elementary school students’ learning of computational thinking. To understand students’ capabilities of computational thinking and to set up the focal points of the system design, the author reviewed relevant research literature and available programming-instruction software and interviewed three middle-school and elementary-school teachers at the stage of the needs analysis. According to the results of the needs analysis, the author developed a prototype of the “Birdy’s Treasure Hunt.”
The evaluation includes the expert evaluation and the field trial of target learners. Three experts evaluated the prototype, filled out the QUIS questionnaires, and participated in semi-structured interviews. The author concluded the experts’ suggestions about how to revise the system interface, learning content, test questions and revise the system prototype according to the results of the expert evaluation. To find out learning outcomes and learning experiences of the target learners, 49 upper-grade elementary school students participated in the field trial after the prototype revision. Before and after the trial, the students took the pre- and pro-tests of programming concepts such as variables, selection, and control. Also, all participants filled out an attitude scale after the system trial, and five participants were interviewed to report their game-based learning experiences.
The results show that the students reported positive attitudes toward learning programming concepts via the “Birdy’s Treasure Hunt,” and that their programming concepts significantly improved after playing the game. Additionally, the target learners thought the system is easy to operate and challenging enough to learn, and they generally agreed they can learn programming concepts from playing the game. Besides, they recommended some possible improvements of the game such as adding more levels, integrating more game elements, and improving qualities of the art design.
For future studies, the author suggests the system be revised based on the field-trial results and be employed as supplementary learning materials for formal information-education classes. The system could be compared with other instructional methods in students’ learning outcomes and learning motivation of computational thinking. The learning differences of learners with different strategies during playing the system could also be investigated.
中文摘要 I
ABSTRACT II
致謝 IV
目錄 V
表次 VIII
圖次 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 4
第三節 章節配置 5
第二章 文獻探討 7
第一節 程式語言與程式教學 7
一、程式教育重要性 7
二、程式語言 9
三、運算思維 10
四、程式教學 12
第二節 遊戲式學習 13
一、遊戲與教育 13
二、遊戲式學習環境開發 16
三、遊戲式程式教學應用 19
第三節 行動學習與程式教學 24
一、行動學習定義 24
二、行動程式教學 26
第三章 研究方法 33
第一節 研究架構 33
第二節 系統開發 35
一、系統開發初期 35
二、系統功能與介面規劃 42
三、工作分析 43
四、雛型設計 46
第三節 系統評鑑 49
一、系統專家評鑑 49
二、目標使用者實地測試 51
第四章 系統評鑑結果 54
第一節 專家評鑑結果 54
一、QUIS量化資料結果 54
二、質性資料分析結果 55
三、系統修正說明 59
第二節 目標使用者實地測試結果 64
一、量化資料結果 65
二、質性資料分析結果 69
第五章 結論與建議 73
第一節 研究結論 73
一、瞭解學生程度與程式教學的困境,歸納出系統開發需求 73
二、發展遊戲式程式學習App之雛型 73
三、評鑑系統雛型之適切性,歸納出系統修正重點並進行修正 74
四、使用此遊戲式程式教學App之學習成效與學習態度 75
第二節 研究限制 76
第三節 研究建議 77
一、系統發展建議 77
二、系統推廣與實施建議 77
三、探討其他層面之影響 77
四、後續研究建議 78
參考文獻 79
中文文獻 79
英文文獻 81
附錄 86
附錄一 需求分析階段之專家訪談大綱 86
附錄二 專家評鑑問卷 88
附錄三 專家評鑑訪談大綱 91
附錄四 實地測試流程 92
附錄五 程式測驗 93
附錄六 目標使用者態度問卷 95
附錄七 目標使用者訪談大綱 98
附錄八 修改後寶箱條件與題目畫面 99
附錄九 遊戲圖片與音樂參考 102
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