跳到主要內容

臺灣博碩士論文加值系統

(216.73.217.130) 您好!臺灣時間:2026/06/04 01:04
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

我願授權國圖
: 
twitterline
研究生:葉佳綺
研究生(外文):Chia-Chi Yeh
論文名稱:字龍樂園:以書寫生字餵養寵物龍之遊戲式學習系統
論文名稱(外文):Word-Dragon: Developing a Game-based Learning System through Feeding Virtual Pets with Words
指導教授:陳志洪陳志洪引用關係
指導教授(外文):Zhi-Hong Chen
口試委員:劉一凡陸敬互
口試委員(外文):I-Fan LiuChing-Hu Lu
口試日期:2013-07-19
學位類別:碩士
校院名稱:元智大學
系所名稱:資訊傳播學系
學門:傳播學門
學類:一般大眾傳播學類
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:75
中文關鍵詞:數位遊戲式學習自我調整學習型態分類機制成長階段機制情緒回饋機制
外文關鍵詞:game-based learningself-regulated learningtype classification mechanismgrowing-up mechanismemotional feedback mechanism
相關次數:
  • 被引用被引用:7
  • 點閱點閱:316
  • 評分評分:
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:0
數位遊戲應用於學習已日漸普及,其中一個重要應用類型,即使用遊戲式寵物養成學習系統:寵物同伴。在自我調整學習的研究中發現,明確學習目標與掌握學習狀態,有助於學生自我改善。因此,本研究利用寵物同伴的特性,設計字龍樂園系統,並以「訓練闖關」模式促進自我調整學習。在「訓練」模式中,除了利用「型態分類機制」加強學習內容與寵物龍的關聯性之外,並透過「成長階段機制」與「情緒回饋機制」強化學習狀態資訊顯示,希望透過此三機制,能有助於學生掌握自己學習狀態。具體而言,型態分類機制鼓勵學生注重學科內容的整體分類結構;成長階段機制的目的則在於,幫助學生了解目前整體學習進度;而情緒回饋機制則提示當前學習狀況。另外,在「闖關」模式中,以闖關表現為短期目標,闖關成功為長遠目標,鼓勵學生用努力不懈的方式持續學習。此闖關模式的目的在於,加強學生的學習目標,尤其是當學生掌握了學習狀態資訊後,能更進一步調整學習策略,進而達到自我調整學習。此系統開發完成後,以國小16位學生為對象,生字書寫為內容,進行初步評估,結果顯示:(1)訓練闖關模式具有促進學習的特性(2)型態分類機制能幫助學生關聯學習內容(3)情緒回饋機制具有提示學習狀態的作用
Digital game-based learning has attracted increasing attention, and one of important applications is the genre of pet-nurturing games: pet companion. Based on the theory of self-regulated learning, goal-setting and status representation are two key factors, which could facilitate students’ self-improvement. Therefore, the study develops a game-based learning system, word-dragon, to foster self-regulated learning. More specifically, Regarding the training mode, in addition to the "type classification mechanism", which is used to strengthen the relationship between learning content and dragons, two mechanisms are also used to enhance students’ status representation: “growing-up” and “emotional feedback” mechanisms. The former aims to help students understand their overall learning status and progress, whereas the latter attempts to remind students of their current learning status and progress. Regarding the challenge mode, a series of levels are developed as short-term and long-term goals for students to pursue. In this way, students’ self-improvement could be further facilitated. A preliminary system evaluation was conducted by a study where 16 elementary students were involved. The results found that (1) overall, the “training and challenge modes” could foster student learning (2) the “type classification mechanism” could help student understand the categories of learning content (3) the “emotional feedback” mechanism could help students understand their learning status.
一、緒論 1
1.1研究背景與動機 1
1.2研究目的 3
1.3研究流程 4
二、文獻探討 5
2.1自我調整學習 5
2.1.1目標設定與成效之關係 6
2.1.2利用目標設定激發學習成效 7
2.2數位遊戲式學習 8
2.2.1遊戲式學習的發展 8
2.2.2遊戲中的心流經驗 9
2.3寵物同伴 10
2.3.1寵物同伴系統的各版本比較 13
2.3.2寵物同伴的發展歷史 15
2.4小結 18
三、系統發展 19
3.1設計概念 19
3.2學習活動 21
3.3系統實作 22
3.3.1訓練模式 22
3.3.2闖關模式 28
四、系統評估 31
4.1研究設計 31
4.2參與對象 31
4.3研究工具 33
4.3.1使用系統 33
4.3.2易用性量表 33
4.3.3心流量表 34
4.3.4差異量表 34
4.3.5訪談 35
4.4評估實施流程 36
4.5資料分析 37
五、研究結果 38
5.1易用性量表 38
5.2心流量表 39
5.3差異量表 41
5.4訪談 43
六、結論與建議 57
6.1研究結論 57
6.2後續系統發展建議 60
6.3研究限制 61
6.3.1研究方法限制 61
6.3.2時間限制 61
6.3.3樣本限制 61
參考文獻 62
中文部分 62
英文部分 64
附錄一:系統易用性量表 68
附錄二:心流量表 70
附錄三:差異量表 73
附錄四:訪談問卷 74
中文部分
王菀玲、陳俊昌、簡聖芬(2004年六月)。建築設計交易遊戲。中華民國建築學會第十六屆建築研究成果發表會發表之論文,臺北科技大學。
李偉旭(1999)。電腦遊戲學習軟體與內在動機因素(未出版之個別碩士論文)。國立臺灣師範大學,臺北市。
廖長彥(2007)。我的迷你寵物:手持裝置上的動物同伴(未出版之個別碩士論文)。國立中央大學,桃園縣。
高玉蓉(2009)。電子寵物友伴關係量表之研究(未出版之個別碩士論文)。國立中央大學,桃園縣。
張鶴嚴(2005)。利用可升級之動物同伴促進目標設定與同儕互助(未出版之個別碩士論文)。國立中央大學,桃園縣。
徐昇暉(2007)。實體與虛擬動物同伴對學生學習專注影響之初探(未出版之個別碩士論文)。國立中央大學,桃園縣。
許哲嘉(2009)。療傷系玩具之意象認知研究(未出版之個別碩士論文)。大同大學,臺北市。
程炳林(2001)。動機、目標設定、行動控制、學習策略之關係:自我調整學習歷程模式之建構及驗證。師大學報:教育類,46(1),67-92。
鄭欣宜(2007)。無價生命的代價:寵物的消費與政治(未出版之個別碩士論文)。國立交通大學,新竹市。
陳志恆(2009)。自我調整學習理論對學生課業學習外部干擾的處理與啟示。臺灣心理諮商季刊,4(1),1-13。
陳鴻仁、李誌偉(2009)。虛擬角色激勵應用於悅趣化數位學習初探,施國琛(主持人),多媒體應用,2009電腦與網路科技在教育上的應用,中華大學。
曾禹復(2009)。動物平臺之任務機制設計:以任務委託促進學生學習目標設定(未出版之個別碩士論文)。國立中央大學,桃園縣。
黃瑞琴(1997)。幼兒讀寫萌發課程。臺北市:五南圖書公司。
游光昭、蕭顯勝、韓豐年(2004),網路遊戲式學習環境之設計與建置,藝術學報,75,205-217。
蔡瑋倩(2008)。網路遊戲式學習系統之建置與學習成效分析-以國中社會科「世界地理」之教學應用為例(未出版之個別碩士論文)。國立新竹教育大學,新竹市。
潘淑滿(2003)。質性研究:理論與應用。臺北市:心理出版社。
英文部分
Beck, A., & Katcher, A. (1996). Between pets and people. West Lafayette, IN: Purdue University Press.
Berg, B. L. (1998). Qualitative research methods for the social science. Boston, MA: Allyn & Bacon.
Botterill, C. (1977). Goal-setting and performance on an endurance task. Canadian Association of Sports Sciences.
Chan, T.W., & Baskin, B. (1988). "Studying With the Prince" the Computer as A Learning Companion. Proceedings of International Conference on Intelligent Tutoring, ITS88, Montreal, Canada, 194-200.
Chan, C. M. L., Bhandar, M., Oh, L. B. and Chan, H. C. (2004). Recognition and Participation in A Virtual Community, Proceedings of the 37th Annual Hawaii International Conference on System Science, 194-203.
Chen, Z. H., & Deng, Y. C., & Chang, L. J., & Chan, T. W. (2002). An approach to cultivating reading habits for children with pet-raising games. The 6th Global Chinese Conference on Computers in Education, Beijing, 213-216.
Chen, Z. H., Chou, C. Y., Deng, Y. C., & Chan, T. W. (2007). Active open learner models as animal companions: Motivating children to learn through interacting with my-pet and our-pet. International Journal of Artificial Intelligence in Education,17(2), 145-167.
Chen, Z. H., Liao, C. C. Y., & Chan, T. W. (2007). My-Pet-and-Her-Friends: Identifying educational roles of animal companions in game-based learning environment. The first IEEE international workshop on digital game and intelligent toy enhanced learning (DIGITEL2007), JhongLi, Taiwan.
Chen, Z. H., Liao, C., & Chien, T. C., & Chan. T. W. (2011). Animal companions: Fostering children’s effort-making by nurturing virtual pets. British Journal of Educational Technology, 42(1), 166-180.
Chen, Z. H., Chou, C. Y., Biswas, G., & Chan, T. W. (2012). Substitutive competition: Virtual pets as competitive buffers to alleviate possible negative influence on pupils. British Journal of Educational Technology, 43(2), 247-258.
Christopher, S., Charles, H., Michael, M., Paulius, M., Marty, A. (2002). Applying Mixed Reality to Entertainment.IEEE Computer, vol.35(12), 122-124.
Crabtree, B. F.,& Miller, W. (1992). Doing qualitative research. New York, NY: Sage Publications.
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. NewYork: Harper & Row.
Erez, M. (1977). Feedback: A necessary condition for the goal setting-performance relationship. Journal of Applied Psychology, 62(121), 624-627.
Friedmann, E., Katcher, A. H., Thomas, S. A., Lynch, J. J. & Messent, P. R. (1983), Social interaction and blood pressure: Influence of animal companions. The Journal of Nervous and Mental Disease, 171(8), 461-465.
Fu, F. L., Su, R. C., & Yu, S. C. (2009). EGameFlow: A scale to measure learners' enjoyment of e-learning games. Computers and Education, 52(1), 101-112.
Garcia, I., Giuliani, F., & Wiesenfeld, E. (1999), Community and sense of community: The case of an urban barrio in caracas, Journal of Community Psychology, 27(6), 727-740.
Heeren, E. (1996). Technology Support for Collaborative Distance Learning (Doctoral dissertation, University of Twente, Enschede, Netherlands). Retrieved form http://www.utwente.nl/ctit/library/phd/1996/
Huizinga, J. (1949). Homo Ludens: A Study of the Play-Element in Culture. London, Boston and Henley: Routledge and Kegan Paul.
Kusahara, M. (2011). The art of creating subjective reality: An analysis of japanese digital pets. Leonardo, 34(4), 299-302.
Leemkuil, H., de Jong, T., & Ootes, S. (2000). Review of educational use of games and simulations (EC pro-ject KITS No. IST-1999-13078). Retrieved from http://kits.edte.utwente.nl/documents/D1.pdf
Locke, E. A., & Latham, G. P. (1990). A theorem of goal setting and task. performance. Englewood Cliffes, NJ:Prentice-Hall.
Locke, E. A., Shaw, K. N., Saari, L. M., & Latham, G. P. (1981). Goal setting and task. performance: 1969–1980. Psychological Bulletin, 90, 125–152.
Melson, G. F. (2001). Why the wild things are: Animals in the lives of children. Cambridge, MA: Harvard University Press.
Moneta, G. B., & Csikszentmihalyi, M. (1996). The effect of perceived challenges and skills on the quality of subjective experience, Journal of Personality, 64, 275-310.
Sweetser, P. & Wyeth, P. (2005) GameFlow: A Model for Evaluating Player Enjoyment in Games. ACM Computers in Entertainment 3 (3), pp. 1-24.
Pintrich, P. R. (2000). The role of goal orientation in self-regulated learning. In M. Boekaerts, P. R. Prntirch , & M. Zeidner (Eds.), Handbook of self-regulation (pp. 451-502). San Diego, CA: Acdemic.
Prensky, M. (2001). “Digital Natives, Digital Immigrants”. In On the Horizon, October 2001, 9 (5). Lincoln: NCB University Press. Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment,v.3n.3,July.
Winn, W. (1993). Instructional Design and Situated Learning: Paradox or Partnership. Educational Technology, 33(3), 16-21
電子全文 電子全文(本篇電子全文限研究生所屬學校校內系統及IP範圍內開放)
連結至畢業學校之論文網頁點我開啟連結
註: 此連結為研究生畢業學校所提供,不一定有電子全文可供下載,若連結有誤,請點選上方之〝勘誤回報〞功能,我們會盡快修正,謝謝!
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top