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研究生: 洪婷瑋
Ting-Wei Hong
論文名稱: 數位遊戲式學習應用於論語教學之學習成效分析
Effects of Digital Game-based Learning on Students’ Confucian Analects Learning Performance
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 鄭海蓮
none
楊凱翔
none
許庭嘉
none
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: 103
語文別: 中文
論文頁數: 55
中文關鍵詞: 數位遊戲式學習情境學習心流理論科技接受度
外文關鍵詞: Digital-game-based learning, situated learning, flow theory, technology acceptance
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論語為中國儒家最重要的經典名著,內容涉及政治、教育、文學、哲學以及立身處世的道理等多方面;透過論語課程,學生可以領會人生應有的修養與責任。對於論語的學習,除了記憶與理解外,更重要的是需要內化成自發性的學習行為。然而,傳統教學主要著重在記憶,儘管學生能朗朗上口的背誦論語,卻不一定能真實理解應用在生活上。本研究旨在探討遊戲式學習應用於「論語」教學之成效,藉由遊戲中結合故事情境的方式,引導學生學習「論語」的內涵。實驗對象為台北市某國小五年級兩個班級的學生,其中五年八班25人為實驗組,使用以RPG Maker軟體所開發之遊戲式學習模式;另外五年三班25人為控制組,使用一般科技融入教學的講授模式。由實驗結果發現,使用遊戲情境的學習方式,對於提昇學生的學習動機、學習方法及科技接受度有顯著的幫助。


As the most prominent classic of Chinese Confucianism, Confucian Analects covers issues of politics, education, literature, philosophy, life attitudes, etc.; courses of Confucian Analects help students learn manners and responsibilities of life. It is more important to internalize the ideas of Confucian Analects by one’s spontaneous behaviors rather than to memorize them. Even though traditional teachings which center on memorization make students recite Confucian Analects fluently, they do not exactly comprehend and use its idea in everyday life. This study explores the effects of applying game-based learning, which creates story-like scenarios and guides students to learn its meanings, in studying Confucian Analects. The participants of this experiment are two rooms of fifth graders in Taipei City. The experimental group is twenty-five fifth graders in room eight who learn by using RPG Marker’s digital-game-based learning mode while the control group is twenty-five fifth graders in room three who are lectured with the help of ordinary technology.
As the result of this experiment shows, the scenarios of game-like learning considerably benefit students' motivation, learning method, and acceptability of using technology.

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 - 2 - 1.3 研究問題 - 2 - 1.4 名詞釋義 - 3 - 1.4.1 心流理論(Flow Theory) - 3 - 1.4.2 探究學習(Inquiry Instructional Strategy) - 4 - 1.4.3 科技接受度((Technology Acceptance Model,TAM) - 4 - 1.4.4 認知負荷(Cognitive Load) - 4 - 1.4.5 非玩家角色(Non-Player Character,NPC) - 5 - 1.4.6 數位遊戲式學習(Digital game based learning,DGBL) - 5 - 1.4.7 電腦輔助語言學習(ComputerAssisted Language Learning,CALL) - 5 - 第二章 文獻探討 - 7 - 2.1 電腦輔助語言學習(ComputerAssisted Language Learning,CALL) - 7 - 2.1.1 電腦輔助語言學習的特性 - 7 - 2.1.2 電腦輔助語言學習在教學上的應用 - 8 - 2.2 數位遊戲式學習(Digital game based learning,DGBL) - 12 - 2.2.1 數位遊戲式學習的特性 - 12 - 2.2.2 數位遊戲式學習在教學上的應用 - 12 - 2.2.3 數位遊戲式學習與學習表現之相關研究 - 14 - 第三章 研究方法 - 16 - 3.1 遊戲式學習模式系統設計 - 16 - 3.2 遊戲式學習模式內容規劃及介面 - 17 - 第四章 實驗設計 - 25 - 4.1 研究架構 - 25 - 4.2 實驗對象 - 26 - 4.3 實驗流程 - 26 - 4.4 研究工具與分析方法 - 28 - 4.4.1 Google表單 - 29 - 4.4.2 論語選成就測驗 - 30 - 4.4.3 學習動機量表 - 32 - 4.4.4 學習方法量表 - 33 - 4.4.5 心流經驗量表 - 33 - 4.4.6 科技接受度量表 - 34 - 4.4.7 認知負荷量表 - 34 - 4.4.8 開放式問答及訪談 - 35 - 4.4.9 遊戲行為分析 - 35 - 第五章 實驗結果與分析 - 44 - 5.1 學習成就 - 44 - 5.2 學習動機 - 45 - 5.3 學習方法 - 46 - 5.4 科技接受度 - 47 - 5.5 心流經驗 - 48 - 5.6 認知負荷 - 48 - 5.7 行為分析 - 49 - 第六章 結論與建議 - 53 - 6.1 結論與討論 - 53 - 6.2 研究限制 - 54 - 6.3 未來發展與建議 - 55 - 參考文獻 - 56 -

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