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研究生: 阿將伊崮喜瀾
Iku, - S.,Aciang
論文名稱: 影片教學與數位遊戲式學習應用於台灣原住民文化教育之成效分析與反思-以北排灣拉瓦爾的藥用植物文化教學為例
Analysis and Reflect on the Effectiveness of Applying Film-based Instruction and Digital Game-based Learning to Taiwan Indigenous Culture Education– A Case Study on Paiwan’s Raval Culture of Medicinal Plants
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 朱蕙君
Hui-Chun Chu
楊凱翔
Kai-Hsiang Yang
邱國力
Chiou, Guo-Li
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: 2015
畢業學年度: 104
語文別: 中文
論文頁數: 78
中文關鍵詞: 數位遊戲式學習原住民文化排灣族藥用植物文化
外文關鍵詞: Digital game-based learning, Indigenous culture, Paiwan tribe, Culture of medicine plants.
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古老的排灣族藥用植物文化一向是最難探索的台灣原住民傳統知識,由於受限於罕見植物之種源難尋、耆老凋臨,而無法取得口傳知識,以及知識的不確定性,而成為最難傳承的原住民文化之一,有鑑於此,本研究首先以藥用植物文化為主題來設計影片腳本,藉著廣播級影片展現的生動情境,讓觀賞影片的學生們探討排灣族藥用植物的使用方法和母語稱謂,以及分析種源是否瀕臨絕種,如何繁衍種源,期望透過影片製作,加深學習者的印象。另一方面,我們也把同樣的內容設計在「RPG組」的遊戲內容當中,以比較「影片教學組」和「RPG組」的學習者在「學習成就」、「科技接受度」、「參與藥用植物文化的行為和情意」、「認知負荷」和「心流體驗」等項目是否具有顯著的差異。
實驗的結果發現,兩組實驗組在使用學習工具之後,在「學習成就」方面都有顯著的進步;同時,影片組在「個人自我效能」、「科技接受度」及「參與藥用植物文化的行為和情意」量表等項目,都比RPG組的學習者更具有顯著的成效。另一方面,在「心流體驗」的項目方面,影片組的組員更容易沉浸於學習情境,因此,具有較低的認知負荷,在學習工具方面,也比遊戲組的組員感到更滿意,而且擁有更正面的行為意向。


Paiwan indigenous medicinal plants has always been a hardest exploration range of ancient culture in Taiwan indigenous traditional knowledge owing to the difficulty of finding these rare species of plants. Moreover, sometimes it is difficult to derive knowledge due to the pass away of the seniors and the uncertainty of the knowledge. In this study, we adopt culture of medicinal plants as the theme for designing a script of a vivid film for teaching people how to use and name a native title of Paiwan medicinal plants, including the way of analyzing whether the plants are on the danger of extinction and how to seek multiply seed sources. It is expected that the file can enhance the learners’ impression and comprehension. On the other hand, we also develop a role-playing game based on the same content. Moreover, an experiment is conducted to compare the “learning achievement”, “technology acceptance ”, “affection and behavior’s attitude for medicine plants’ culture”, “Cognitive Load” and “ flow experience ” of the film teaching group and the digital game-based learning group.
The results showed that after using the learning tools, both groups had significant difference in learning achievement. In addition, the members in the film group had better performance in “self-efficacy”, “technology acceptance”, and “affection and behavior’s attitude for medicine plants’ culture”. Besides, in the result of “flow experience”, compared with the game learning group, the members of film group were easier to immerse in the learning environment, which leads to lower cognitive load and they were more satisfied with the learning tool and had more positive behaviors.

目錄 摘要 I ABSTRACT II 第一章 緒論 1 1.1. 研究背景與動機 1 1.2. 研究目的與問題 2 1.3. 名詞解釋 4 1.3.1. 遊戲式學習(Game-based Learning,GBL) 4 1.3.2. 原住民文化(Indigenous Culture) 4 1.3.3. 排灣族(Paiwan Tribe) 4 1.3.4. 藥用植物文化(Culture of Medicine Plants) 5 第二章 文獻探討 6 2.1. 完整的遊戲式學習所具備的要素 6 2.2. 廣播級影片的情境有助於讓學習者的概念具像化 10 第三章 研究方法 15 3.1. 研究架構 15 3.2. 參與者 17 3.3. 過程 17 3.4. 研究工具與方法 19 3.4.1 兩種學習系統的介紹 20 3.4.2 故事情境 21 3.4.3 前測試題 31 3.4.4 後測試題 32 3.4.5 個人的自我效能量表 32 3.4.6 科技接受度量表 33 3.4.7 參與藥用植物文化的情意和行為量表 33 3.4.8 認知負荷量表 33 3.4.9 心流體驗量表 34 3.4.10 測驗內容的編製 34 3.4.11 質性訪談 35 3.4.12 施測流程圖 35 第四章 實驗結果與分析 37 4.1. 學習成就 37 4.1.1 兩組前測分數之獨立樣本t檢定 37 4.1.2 兩組後測分數之獨立樣本t檢定 37 4.2. 個人的自我效能 38 4.3. 科技接受度 38 4.4. 參與藥用植物文化的情意和行為 39 4.5. 認知負荷 39 4.6. 心流體驗 40 4.7. RPG遊戲組測驗成績之成對樣本t檢定 40 4.8. 影片教學組測驗成績之成對樣本t檢定 41 第五章 研究結論 42 5.1 看影片對於學習者使用媒介和建構效果的特質 43 5.2 原住民傳統知識的教育遊戲特色 46 5.3 影片的文化情境讓學習者產生認知地圖 48 第六章 研究期望 49 6.1 影片式學習與文化主題結合的明顯成效 49 6.2 未來的展望 50 6.2.1 看影片是一種超越認知的學習行為 50 6.2.2 情境式視覺人類學-以劇本架構為基礎的視覺人類學 51 參考文獻 53 中文文獻 53 英文文獻 53 附件一、前測試題 67 附件二、後測試題 69 附件三、個人自我效能量表 71 附件四、科技接受度量表 72 附件五、參與藥用植物文化的情意和行為量表 74 附件六、認知負荷量表 76 附件七、心流體驗量表 77 附件八、質性訪談之開放性題目問卷 78 圖目錄 圖 3-1 研究架構圖 16 圖 3-2 影片組上課時聚精會神的畫面 18 圖 3-3 RPG遊戲組的學生在學習時專注的畫面 19 圖 3-4 跟影片內容相同的RPG遊戲介面 20 圖 3-5 以戲劇手法呈現的廣播級電視節目影片 21 圖 3-6 RPG遊戲,文化工作者跟著耆老到河邊記錄水雞油 22 圖 3-7 影片,文化工作者跟著耆老到河邊記錄水雞油 23 圖 3-8 RPG遊戲,阿姨SU DI PAU說明山芙蓉的用法 24 圖 3-9 影片,阿姨SU DI PAU說明山芙蓉的用法 25 圖 3-10 RPG遊戲,阿姨SU DI PAU要馬拉漢留意下一位耆老 26 圖 3-11 影片,阿姨SU DI PAU要馬拉漢留意下一位耆老 27 圖 3-12 RPG遊戲,馬拉漢跟耆老的意見不同,被趕出工寮 28 圖 3-13 影片,馬拉漢跟耆老的意見不同,被趕出工寮 29 圖 3-14 RPG遊戲,馬拉漢被妻子鼓勵持續拜訪耆老,而終獲認同 30 圖 3-15 影片,馬拉漢被妻子鼓勵持續拜訪耆老,而終獲認同 31 圖 3-16 影片教學組和RPG遊戲組的實驗流程 36 表目錄 表4-1、RPG遊戲組與影片教學組於前測分數之獨立樣本t檢定 37 表4-2、RPG遊戲組與影片教學組於後測分數之獨立樣本t檢定 38 表4-3、兩組於個人自我效能項目之獨立樣本t檢定 38 表4-4、兩組於科技接受度項目之獨立樣本t檢定 39 表4-5、兩組參與藥用植物文化之獨立樣本t檢定 39 表4-6、兩組於認知負荷項目之獨立樣本t檢定 40 表4-7、兩組於心流體驗項目之獨立樣本t檢定 40 表4-8、RPG遊戲組於成對樣本之t檢定摘要表 41 表4-9、影片教學組之成對樣本t檢定摘要表 41

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