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研究生: 吳冠蓉
Kuan-Jung Wu
論文名稱: 使用互動式電子書和手機遊戲的空間能力教育訓練結果之比較
The Comparisons of Spatial Performances in Using Interactive eBook and APP Game of Pentomino
指導教授: 鄭海蓮
Hi-Lian Jeng
口試委員: 施宣光
Shen-Guan Shih
林逸農
Yi-Lung Lin
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: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 72
中文關鍵詞: 空間能力互動式電子書手機遊戲心流經驗科技接受模式
外文關鍵詞: Spatial ability, Interactive eBook, Mobile game, Flow experience, Technology acceptance model
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  • 本研究比較互動式電子書與手機遊戲兩種教育訓練材料對空間能力學習成果的影響、空間能力表現的性別與年齡差異,並進一步探討學習者的心流經驗與科技接受。

    本研究分兩年度進行,2017年的研究對象為國小四年級至六年級學童,共招募80人,分兩組進行,分別使用五連方之排列組合與造型創作電子書及數位五連方積木手機遊戲,並接受四週的實體課程訓練、三項空間能力測驗與科技接受問卷。2018年的研究對象為國小四年級以上的學童及成人,共募得121人,亦分兩組進行,兩組皆使用數位五連方積木手機遊戲,惟兩組參與的時間長度與測驗有所不同,分別為三項空間能力測驗、心流經驗與科技接受問卷,或心流經驗與科技接受問卷。

    研究結果顯示,學習者在使用互動式電子書或手機遊戲後,其空間能力表現皆能有所提升,惟電子書的學習者其提升幅度較為明顯。其次,研究結果發現實體課程與本研究的數位空間訓練材料(電子書、手機遊戲)皆能弭平個體的空間能力性別差異,且不論學習者的性別或年齡為何,其接受相關教育訓練後的空間能力皆未達顯著差異。此外,心流經驗的結果指出男性比女性更投入於學習歷程中,表示男性比女性更沉浸於此類型的學習模式中;年齡部分則未見顯著差異,即不論大人、小孩都相當投入學習活動中。科技接受分數則顯示無實體課程組別的女性相較於男性更認為手機遊戲是容易使用且有助於其空間能力學習的教育訓練材料,有實體課程的組別則未達性別的顯著差異,顯示實體課程的實施有助於減少性別間的科技接受分數差異;年齡部分則顯示年紀較小(特別是國小階段)的學習者,其科技接受的程度較高,顯示本數位教育訓練材料特別適合國小階段的學習者進行學習。

    主要結論為互動式電子書與手機遊戲皆能提升個體的空間能力,且實體課程與本研究的數位空間訓練材料(電子書、手機遊戲)皆能弭平個體的性別差異。未來可以進一步擴充手機遊戲的機制與內容,以建立更完整的教育訓練材料。


    The study explored the performance of spatial ability between the interactive eBooks and mobile games, and explored subject’s flow experience and technology acceptance model.

    The research involves two years experiment. In the first year, 2017, there are 80 elementary students. Subjects were randomly assigned to receive interactive eBook or mobile game, took physical course for four weeks, and repeatedly took both two tests of spatial ability and one questionnaire of technology acceptance model. In the second year, 2018, there are 121 subjects. Subjects were randomly assigned to receive treatment, repeatedly took three tests of spatial ability and questionnaires of technology acceptance model and flow, or only two questionnaires.

    Results showed that, after subjects used interactive eBooks or mobile games learning, their spatial ability have significant increased. Past research usually found that there is the sex different before the experiment in spatial ability, but it didn’t show that in this result. The age different didn’t show, either. In addition, subject’s flow experience is found that men are more involved in the learning process than women, and there is no significant difference in subject’s age. Subject’s technology acceptance model is found younger subjects are more accepting of interactive eBook or mobile game, and men are more accepted the learning material in the group with physical course.

    Main conclusions were that, interactive eBooks and mobile games can significant promote subject’s spatial ability, physical course, interactive eBooks and mobile games can decrease the spatial ability different between sex. Future studies can widen the contents of the mobile game to build complete materials.

    摘要 I ABSTRACT III 表次 IX 圖次 XI 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與問題 2 第三節 名詞釋義 3 第四節 研究範圍與限制 6 第二章 文獻探討 7 第一節 空間能力教育訓練模式的相關研究 7 第二節 電子書的定義與現況 8 第三節 手機遊戲的定義與現況 9 第四節 空間能力的個別差異研究 10 第五節 心流經驗的定義與相關研究 12 第六節 科技接受的定義與相關研究 14 第三章 研究方法 17 第一節 2017年研究對象與實驗流程 17 第二節 2018年研究對象與實驗流程 18 第三節 研究工具 19 第四節 研究設計與假設 25 第五節 資料處理與分析 27 第四章 研究結果與討論 29 第一節 描述性統計 29 第二節 不同教育訓練模式之空間能力表現差異 31 第三節 使用電子書、手機遊戲之空間能力成長差異 32 第四節 空間能力測驗表現之性別、年齡差異 34 第五節 學習者心流經驗之性別、年齡差異 40 第六節 學習者科技接受之性別、年齡差異 41 第伍章 研究結論與建議 47 第一節 研究結論 47 第二節 研究建議 50 參考文獻 51

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