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研究生: 林彥辰
Yen-Chen Lin
論文名稱: 創造思考技法教學對大學生創造力、團隊支持與社會呈現之影響
The Influence of Creative Thinking Instruction on College Student's Creativity, Work Group Supports and Social Presence
指導教授: 陳秀玲
Hsiu-Ling Chen
口試委員: 陳素芬
Su-Fen Chen
洪榮昭
Jung-Chao Hong
學位類別: 碩士
Master
系所名稱: 人文社會學院 - 數位學習與教育研究所
Graduate Institute of Digital Learning and Education
論文出版年: 2017
畢業學年度: 105
語文別: 中文
論文頁數: 96
中文關鍵詞: 創造思考技法教學工業4.0創造力團隊支持社會呈現
外文關鍵詞: Creativity Teaching Strategies, Industry 4.0, Creativity, Work Group Support, Social Presence
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  • 本研究旨在探討創造思考技法教學對大學生創造力、團隊支持、社會呈
    現與創意產品成果之關聯,經由六次的創造思考技法教學,驗證此教學法在
    大學生創造力、團隊支持、社會呈現之成效的影響。
    本研究採單組前後測之實驗設計,研究對象為台北市一所公立大學機械
    系與數位所學生,機械系21 人,數位所20 人,男生26 人,女生15 人。本
    研究編製創造思考技法教學活動,融入「工業4.0 理論與實務」專題實作課
    程,由三位教師授課。課程內容包括:物聯網、大數據、虛實合一等主題,
    學生於期末需製作與工業4.0 相關的實作專題。本研究採用之量表有「拓弄
    思圖形創造思考測驗(甲式)、(乙式)」量表、「團隊支持」量表與「社會呈
    現」量表。
    本研究結果分為量化分析與質性分析兩種,在量化分析中共有7 個結論:
    1.創造力測驗TTCT 中的「標題」達到顯著下降;2.「團隊支持」前後測沒
    有顯著差異,但平均分數有提高;3.「社會呈現」平均分數高於量尺中點;
    4.「創意產品成果」平均分數普遍良好;5.「團隊支持」對於「社會呈現」
    有顯著正向預測力;6.「團隊支持」對於「創意產品成果」有顯著正向預測
    力;7.「社會呈現」對於「創意產品成果」無正向預測力。在質性分析中發
    現學生對工業4.0 課程中的團隊合作收穫最大;在專題實務製作認為是本門
    課最困難的部分;而在創造思考技法教學中認為六頂思考帽是最有幫助的創
    造思考技法。
    最後,根據量化與質化分析之研究結果,提出未來在工程教育中加入創
    造思考技法教學之技法選擇與後續研究等建議。


    The current study investigates the effects of creative teaching strategies with university students on the relationship among creativity, work group support, social presence, and creative performance. This study will look into the potential of work
    group support and social presence predicting creative performance through a series of six creativity teaching sessions.
    The present study uses a pretest-posttest design. It is done at a university in Taipei, Taiwan on engineering and digital learning students, with 21 engineering students, 20 digital learning students, of which 20 are male and 15 are female. The present study uses creativity teaching strategies in a Industry 4.0 project based
    learning course lead by three professors. Course content includes content such as: Internet of Things, Big data, Click-and-Mortar. Students were required to create a project related to industry 4.0. This study uses Torrences Test for Creativity Thinking, work group support, and social presence surveys to collect the data.
    Results are as follows:
    1.TTCT’s Abstractness of Titles significantly dropped.
    2.There was no change in Work Group Support; however a high average was maintained.
    3.Average Social Presence was high.
    4.Average Creative Performance was high.
    5.Work Group Support can positively predict Social Presence.
    6.Work Group Support can positively predict Creative Performance.
    7.Social Support cannot predict Creative Performance.○8 The following was found through qualitative analysis: students in the Industry 4.0 course had significant gains in teamwork; Building the project was
    the hardest part of the course; Students found the Six Thinking Hats method was the superior creativity teaching strategy in helping their creativity.

    第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 5 第三節 名詞釋義 6 一、 創造思考技法教學 6 二、 創造力 6 三、 團隊支持 7 四、 社會呈現 7 五、 專題實作 8 第四節 研究範圍與限制 9 一、 研究對象 9 二、 研究工具 9 三、 實驗設計 9 四、 實驗教學時間 10 第五節 研究的重要性 11 第二章 文獻探討 12 第一節 創造力 12 一、 創造力的意涵 12 二、 創造力的相關評量 15 第二節 創造思考技法教學 18 一、 創造思考技法教學的內涵 18 二、 創造思考技法 19 三、 腦力激盪(Brainstorming) 20 四、 六頂思考帽(Six Thinking Hats) 22 第三節 團隊支持 (Work Group Supports) 24 一、 組織氛圍 24 二、 團隊支持 24 第四節 社會呈現 (Social Presence) 27 一、 團體探究社群理論 27 二、 社會呈現 28 第三章 研究方法 30 第一節 研究設計 30 第二節 研究對象 35 第三節 研究工具 36 一、 創造思考測驗 36 二、 團隊支持問卷量表 37 三、 社會呈現問卷量表 37 四、 創意產品成果 37 第四節 實驗流程 39 第五節 資料處理分析 40 一、 量化資料分析 40 二、 質化資料分析 41 第四章 研究結果 42 第一節 創造思考技法教學對於大學生創造力之影響 42 第二節 創造思考技法教學對於團隊支持的影響 44 第三節 探討創造思考技法教學對於社會呈現之影響 45 第四節 探討創造思考技法教學對於創意產品成果之影響 46 第五節 探討團隊支持是否正向預測社會呈現 47 第六節 探討團隊支持是否正向預測創意產品成果 49 第七節 探討社會呈現是否正向預測創意產品成果 50 第八節 質性訪談分析結果 51 第五章 結論與建議 59 第一節 討論 59 第二節 結論與建議 68 一、結論 69 二、研究貢獻 70 三、研究建議 71 參考文獻 72 中文參考文獻 72 英文參考文獻 73

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