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研究生: 吳翊瑄
Yi-Syuan Wu
論文名稱: 結合角色扮演與問題解決策略之模擬化學實驗教學遊戲之發展與評估:心流、科技接受度與學習歷程分析
Development and Evaluation of an Educational Simulation Game with Role-playing and Problem-solving Strategies for Chemistry Experiment Skills: Analysis of Flow, Technology Acceptance and Learning Process
指導教授: 侯惠澤
Huei-Tse Hou
口試委員: 陳素芬
Su-Fen Chen
許衷源
Chung-Yuan Hsu
學位類別: 碩士
Master
系所名稱: 應用科技學院 - 應用科技研究所
Graduate Institute of Applied Science and Technology
論文出版年: 2013
畢業學年度: 101
語文別: 中文
論文頁數: 77
中文關鍵詞: 學習歷程分析遊戲式學習模擬操弄化學教學
外文關鍵詞: Learning process analysis, Simulated manipulation, Chemistry instruction, Game-based learning
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  • 隨著教育科技的發展,數位化遊戲式學習逐漸運用在教學實務上。而結合模擬軟體特色與遊戲元素的教學遊戲可望能有輔助科學實驗教學。本研究發展一結合模擬操弄與故事情境的化學實驗模擬教學遊戲「犀利人夫之超完美男人2」,以促進學習者於基本電解液調配上的知識、程序以及實驗安全觀念的學習。本研究擬以此遊戲作為數位遊戲式學習素材進行實徵的研究,探究學習者運用此遊戲之科技接受度與心流狀態,以及這兩個維度間彼此的關聯。並探討不同性別、過關狀態、先備技能的學習者的在科技接受度、心流狀態上的差異。此外,本研究並以螢幕錄影方式來紀錄各個學生的完整學習歷程,並探究學習者在遊戲中進行模擬操弄的常見錯誤類型之學習歷程,以探究學習者對於學生在學習化學電解液調配時容易犯的一些操作錯誤與迷思概念(如:調配程序錯誤或是忽略安全防護)。
    本研究之參與者為台灣某北部大學一年級材料系學生共87名。研究結果發現學習者對於本遊戲具備中位數以上程度之科技接受度與心流狀態,並發現心流狀態維度中的心流前提與科技接受度之認知易用性達高度正相關,且學習者之過關狀態與科技接受度與心流狀態存在一定程度之差異。性別與先備技能在科技接受度與心流狀態上則無發現顯著差異,另外,本研究也初步分析科技接受度與心流狀態各維度間存在彼此影響的路徑模型,並討論各種學習者於本遊戲模擬操弄過程中常發生的錯誤學習歷程。


    With the development of educational technology, digital game-based learning environments are gradually adopted in the educational practices. This study developed a simulated chemistry experiment game Perfect PAPA II, combining procedure manipulation and story contexts to promote learners’ knowledge and procedures of basic electrolyte mixture as well as their experimental safety concepts. The study used this digital game-based learning material to explore participants’ technology acceptance, flow status, and their relationship. Also, this study explored effects of participants’ different genders, completion status, and prerequisite skills on their technology acceptance and flow status. Moreover, the researcher recorded all students’ learning behaviors to analyze the reasons of their failures in the game and their frequent mistakes and misconceptions during the learning process of electrolyte mixture (e.g., wrong procedures for mixing or neglect of safety protection). Participants included 87 college students from the department of materials in northern Taiwan. The findings indicated that participants’ technology acceptance and flow status were above the average level in this game and that a high correlation was found between students’ flow antecedents and their perceived ease of use. Significant difference was observed among participants’ completion status in their technology acceptance of this game and their flow. However, differences between genders and prerequisite skills in the flow were not significant. In addition, the study also investigated the path model of technology acceptance and flow dimensions as well as discussed students’ common learning errors in this game.

    中文摘要 英文摘要 誌謝 目錄 圖次 表次 第壹章 緒論 第一節 研究背景與動機 第二節 研究目的與研究問題 第貳章 文獻探討 第一節 數位遊戲式學習 一、 遊戲式學習特性 二、 遊戲式學習輔助教學上的應用 第二節 電腦輔助化學學習 一、 化學實驗教學 二、 電腦輔助化學學習相關研究 第三節 模擬操弄教學 第四節 角色扮演教學 第五節 問題解決學習 第六節 心流狀態 第七節 科技接受度 第八節 小結 第參章 研究方法 第一節 研究設計 第二節 研究對象 第三節 研究工具 一、遊戲系統 二、心流評量 三、科技接受度評量問卷 第四節 研究程序 第五節 資料蒐集與分析 第肆章 研究結果 第一節 學習者對於「犀利人夫之超完美男人2」遊戲之心流狀態與科技接受度 一、心流狀態 二、科技接受度 第二節 不同性別的學習者在心流狀態與科技接受度的差異 第三節 前、後50%過關的學習者在心流狀態與科技接受度的差異 第四節 有無先備技能的學習者在心流狀態與科技接受度的差異 第五節 心流狀態與科技接受度要素間之關聯與路徑分析 一、 相關分析 二、 路徑分析 第六節 學習者操弄錯誤類型之分析 一、 錯誤類型定義與解釋 二、 不同性別的學習者在錯誤類型的差異 三、 前、後50%過關的學習者在錯誤類型的差異 四、 有無先備技能的學習者在錯誤類型的差異 第伍章 討論 第一節 學習者對於「犀利人夫之超完美男人2」遊戲之心流狀態與科技接受度 第二節 不同性別的學習者在心流狀態與科技接受度的差異 第三節 不同過關程度的學習者在心流狀態與科技接受度的差異 第四節 有無先備技能的學習者在心流狀態與科技接受度的差異 第五節 心流狀態與科技接受度要素間之關聯 第六節 學習者操弄錯誤類型之分析 第陸章 結論與建議 第一節 結論 第二節 建議 一、 系統發展 二、 教學實務 三、 未來研究上的建議 參考文獻 附錄一:科技接受度評量 附錄二:心流評量

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