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研究生:余秀珍
研究生(外文):Yu, Hsiu-Chen
論文名稱:數位遊戲經驗與問題解決表現關係之研究~以國小六年級學童為例
論文名稱(外文):The Relationship of Digital Game Experience and Problem Solving Performance : A Study of Sixth-Grade Students in Elementary School
指導教授:孫春在孫春在引用關係林珊如林珊如引用關係
指導教授(外文):Sun, Chuen-TsaiLin, Sunny S.J.
學位類別:碩士
校院名稱:國立交通大學
系所名稱:理學院科技與數位學習學程
學門:教育學門
學類:教育科技學類
論文種類:學術論文
論文出版年:2014
畢業學年度:102
語文別:中文
論文頁數:112
中文關鍵詞:數位遊戲問題解決問題解決歷程自我調整學習電腦化問題解決
外文關鍵詞:Digital gamesProblem solvingProblem solving processSelf-regulated learningComputer-based problem solving
相關次數:
  • 被引用被引用:5
  • 點閱點閱:291
  • 評分評分:
  • 下載下載:44
  • 收藏至我的研究室書目清單書目收藏:1
摘 要
問題解決歷程可以視為一種自我調節(self-reguration)歷程(薛雅明 &; 徐玉瓊,2005)。數位遊戲所具有的特性之一是問題解決(Prensky, 2001),本研究採取實驗相關研究法及調查研究法,研究對象為國小六年級學童(N=267),將問題解決測驗聚焦在生活中的問題以及非特定課程領域的問題,透過電腦,採用2012PISA電腦化問題解決樣本試題進行問題解決測驗,依學童的數位遊戲現況、遊戲中的自我調整學習、遊戲進行中的問題解決歷程表現,分階段收集學童的遊戲經驗,並且加入學童的學業成就,探討學童的遊戲經驗與問題解決表現的關係。本研究主要的發現如下:
一、 多數學童具有數位遊戲的經驗,家長在數位遊戲的管教態度上傾向自由民主。
二、 有遊戲經驗的學童的問題解決表現優於沒有遊戲經驗的學童,但玩遊戲年資的長短並不會影響問題解決表現。
三、 學童在數位遊戲中的學習處於高自我調整學習的狀態,但並未與問題解決表現成正相關。
四、 學童在遊戲中問題解決歷程表現的優劣對其電腦化問題解決表現具有預測力。
五、 學童在遊戲中問題解決歷程表現與科技情境的問題相關程度高於非科技情境的問題;與動態本質的問題相關程度高於靜態本質的問題。
六、 學童的學業成就表現與數位遊戲中的問題解決歷程表現對於電腦化問題解決表現的有相同程度的相關與影響,但兩者不會在問題解決產生交互影響。

Abstract
Problem solving has received broad public interest as an important competency in modern societies.Problem-solving process is self-regulation process, Problem solving is one of the features of digital games (Prensky, 2001). The research aims to find the relationship between players’ game experiences and the performance of problem solving. Problem-solving assessments focus on real life problems and domain-general problems and are mediated by computers. Players’ game experiences are collected in three different ways in stages: The performance of slef-regujated learning during palying a game, the performance of the problem-solving process while playing a game, and the players’ status about game experiences. Furthermore, players’ academic performance is also the variable in this research.
This research adopts experimentation, correlation research, and survey research. The research targets are the elementary school students (N=267), and most problem solving items are the sample items of the PISA 2012 computer based problem solving assessment published by the OECD (2011). According to the results, players’ game experiences are positively correlated with their problem solving performance. The conclusions are as follow:
1. The parents’ disciplinary attitudes toward playing digital games are democratic and most students are digital game players.
2. Students who are digital game players have better performance in computer based problem solving assessment than those who are not. However wheather or not they have long playing experience doesn’t result in different degrees of performance.
3. Students are in good self-regulated learning status during playing digital games, but that isn’t positively correlated with their problem solving performance.
4. The performance of problem solving process while playing game can predict the performance of computer-based problem solving assessment.
5. The relationship between the performance of problem solving process in digital game and computer-based problem solving assessment varies in different natures of problem and problem context.
6. Students’ academic performance and performance of problem solving process while playing digital game affect the performance of computer-based problem solving assessment to the same degree, but the two factors do not interact with each other.

目 錄
摘 要 i
Abstract ii
誌 謝 iv
目 錄 v
表目錄 viiii
圖目錄 x
第一章 緒論 1
1.1 研究背景與動機 1
1.2 研究目的 5
1.3 研究問題 5
1.4 名詞解釋 6
二、文獻探討 8
2.1問題解決 8
2.1.1問題的定義與本質 8
2.1.2問題解決的內涵與意義 10
2.1.3問題解決的思考與步驟 12
2.1.4電腦化問題解決 14
2.2遊戲經驗與自我調節學習 15
2.2.1自我調節學習 17
2.3數位遊戲與學習 19
2.3.1 數位遊戲 19
2.3.2數位遊戲學習與體驗式學習 22
2.3.2數位遊戲學習與情境學習 23
2.4結語 25
第三章 研究方法與設計 26
3.1 研究架構 26
3.2 研究問題 27
3.3 研究對象 27
3.4 研究工具與方法 27
3.4.1自我調整學習量表 28
3.4.1.1自我調整學習「學習動機」量表檢驗 28
3. 4.1.2自我調整學習「行動控制」量表檢驗 37
3.4.1.1自我調整學習「學習動機」量表檢驗 45
3.4.2玩家遊戲現況調查問卷 57
3.4.3數位遊戲 58
3.4.4遊戲中問題解決歷程評量試題 59
3.4.5電腦化問題解決試題 60
3.5 研究流程 63
第四章 資料分析與討論 64
4.1學童個人遊戲經驗描述性統計 64
4.2有遊戲經驗與沒數位遊戲經驗的學童及遊戲年資不同的學童在電腦化問題解決表現的差異 70
4.3遊戲中自我調整學習與電腦化問題解決相關分析 71
4.3.1遊戲中自我調整學習描述性統計 71
4.3.2遊戲中自我調整學習與電腦化問題解決相關分析 72
4.4遊戲中問題解決歷程得分與電腦化問題解決表現相關分析 73
4.4.1遊戲中問題解決歷程得分與電腦化問題解決表現的描述性統計 73
4.4.2遊戲中問題解決歷程得分與電腦化問題解決表現的關係 74
4.4.3遊戲中問題解決各歷程得分與電腦化問題解決表現的關係 75
4.5遊戲中問題解決歷程及各分項歷程得分與不同問題本質及不同為問題情境的問題解決表現的關係 77
4.5.1遊戲中問題解決歷程與不同本質、不同情境的電腦化問題解決表現的關係 77
4.5.2遊戲中問題解決各歷程得分與不同本質、不同情境的電腦化問題解決表現的關係 78
4.6學業成就及遊戲中問題解決歷程表現與電腦化問題解決表現相關分析 83
4.6.1學業成就與電腦化問題解決表現相關分析 83
4.6.2學業成就、遊戲中問題解決歷程表現與電腦化問題解決表現相關分析 84
4.7不同學業成就及遊戲中問題解決歷程表現在電腦化問題解決表現的差異 85
第五章 結論與建議 88
5.1結論 88
5.2建議 90
參考文獻 92
附錄一 98



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