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研究生:羅文妤
研究生(外文):LO, WEN-YU
論文名稱:結合經驗學習圈理論之遊戲式學習法對數學科學習成效之影響
論文名稱(外文):The Influence of Integrating Experiential Learning Cycle Theory into Game-based Learning on Elementary School Students’ Mathematical
指導教授:楊凱翔楊凱翔引用關係
指導教授(外文):YANG, KAI-HSIANG
口試委員:黃國禎朱蕙君
口試委員(外文):HWANG, GUO-JENCHU, HUI-CHUN
口試日期:2017-06-26
學位類別:碩士
校院名稱:國立臺北教育大學
系所名稱:數學暨資訊教育學系碩士班
學門:教育學門
學類:普通科目教育學類
論文種類:學術論文
論文出版年:2019
畢業學年度:107
語文別:中文
論文頁數:53
中文關鍵詞:經驗學習圈遊戲式學習數學學習
外文關鍵詞:experiential learning cyclegame-based learningmathematics learning
相關次數:
  • 被引用被引用:2
  • 點閱點閱:416
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  • 下載下載:16
  • 收藏至我的研究室書目清單書目收藏:1
近年來教師們漸漸將科技產品引入課室中,改善以往傳統教學上無法呈 現的課程內容。其中,數位遊戲已被證實為有用的教學輔助工具,因為其有 多元豐富的元素可以吸引學生的注意。而角色扮演遊戲(RPG)更被認為是最 簡單應用的遊戲之一。然而,因為個體的差異性,導致並不是每個學生都有 能力在具有這麼豐富元素的學習環境中吸收知識。而 Kolb 宣稱各種學習風 格的學習者在經過 Kolb 經驗學習圈的四個學習階段後,皆能夠將完整學習 知識內容。因此,本研究將結合經驗學習圈理論和遊戲式學習,並應用於國 小六年級分數除法單元。探討其對於學習成效之影響,同時利用滯後序列分 析來觀察學生在遊戲中的歷程並分析。實驗結果發現實驗組學生在學習成效 上顯著優於控制組,表示此系統能有效幫助學生。在行為模式中,可以發現 實驗組學生會主動願意去嘗試更困難的題目;而控制組相較於實驗組在遊戲 流程上較不熟悉。
In recent years, teachers gradually use computer-based learning tools in the
classrooms in order to improve the learning contents that traditional teaching can not present. Among computer-based learning tools, digital game has been proved as a useful learning aid since it has various elements that can attract students’ attention. Besides, RPG is considered as one of the simplest digital games. However, the various elements in digital game may not suit every student because of the diversity of individuals’ learning preference. Kolb asserted that experiential learning cycle may suit all learning styles. Furthermore, an effective learning needs to pass through the four learning stages in experiential learning cycle. Therefore, this study integrates experiential learning cycle theory into game-based learning on elementary school students’ mathematics learning performance and to analyze learners’ behavior mode during the game process by using leg sequential analysis. The results showed that experimental group performed significantly higher than control group on learning achievement, it means that the method proposed in this study can effectively help students to learn mathematics. And the game process showed the experimental group was actively willing to do more difficult mathematical problems. Besides, the control group was less familiar with game flow in comparison to the experimental group.
第一章 緒論 .................................................................................................................. 1
第一節 研究動機與背景 ....................................................................................... 1
第二節 研究目的與問題 ....................................................................................... 3
第三節 名詞釋義 ................................................................................................... 4
第四節 研究的範圍與限制 ................................................................................... 5
第二章 文獻探討 .......................................................................................................... 6
第一節 國小分數除法單元學習 ........................................................................... 6
第二節 遊戲式學習 ............................................................................................... 8
第三節 經驗學習圈 ............................................................................................. 11
第三章 研究方法 ........................................................................................................ 16
第一節 研究設計與架構 ..................................................................................... 16
第二節 研究對象 ................................................................................................. 17
第三節 研究步驟與流程 ..................................................................................... 18
第四節 系統開發工具 ......................................................................................... 22
第五節 研究工具 ................................................................................................. 26
第六節 資料分析與處理 ..................................................................................... 28
第四章 研究結果 ........................................................................................................ 29
第一節 分數除法概念學習成效分析 ................................................................. 29
第二節 數學學習興趣分析 ................................................................................. 31
第三節 數學自我效能分析 ................................................................................. 33
第四節 半開放式問卷分析 ................................................................................. 35
第五節 行為模式分析 ......................................................................................... 36
第五章 結論結果與建議 ............................................................................................ 41
第一節 結論與討論............................................................................................. 41
第二節 未來研究建議......................................................................................... 43
參考文獻 ........................................................................................................................ 44
附錄一、分數除法教學實驗前問卷 ............................................................................ 49
附錄二、分數除法教學實驗後問卷 ............................................................................ 51
一、中文
周鴻騰(2007)。國立臺灣科學教育館推動戶外體驗學習的意義與實例。科教館 學刊,2,44-74。
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