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研究生: 陳卉芸
Hui-Yun Chen
論文名稱: 基於形成性評量之情境決策遊戲對公民課程學習成就之影響
Effects of a formative assessment-based contextual decision-making game on students' learning performance in civics courses
指導教授: 黃國禎
Guo-Jen Hwang
口試委員: 賴秋琳
Chiu-Lin Lai
宋涵鈺
Han-Yu Sung
陳秀玲
Hsiu-Ling Chen
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: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 72
中文關鍵詞: 情境式學習遊戲式學習形成性評量公民課程
外文關鍵詞: contextual learning, digital game-based learning, formative assessment, civics courses
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  • 本研究提出基於形成性評量策略的情境決策遊戲模式,透過提供即時的評量和回饋,幫助學生檢視自身的學習狀況,以提升其學習成就。為了驗證這個方法的效果,本研究採用準實驗設計,應用在高中高民課程的學習活動中。實驗對象為臺北市高中一年級兩個班的學生,一個班為實驗組,另一個班為控制組。實驗組使用基於形成性評量之情境決策遊戲,而控制組使用一般情境決策遊戲。研究結果顯示,實驗組在學習成就、學習動機、問題解決能力以及批判性思考傾向都顯著優於控制組。此外,透過學習行為模式分析可以得知,控制組的學生透過一般遊戲的成敗回饋,在決策過程中,不易針對錯誤進行即時反思並改進學習成效;即使最後有總結性的回饋,對於其學習助益幫助不大。另一方面,實驗組的學生透過即時知識的反饋,可以立即反思遭遇的問題,並進行修正,隨後重新挑戰學習任務;這樣的方式,不僅提高學生的遊戲信心及興趣,更對於學習成就有明顯的助益。


    This research adopts a quasi-experimental design to try to introduce a formative assessment-based contextual decision-making game. By providing instant and detailed feedback and support, students can review their learning situation and improve their learning effectiveness. The participants of this study are first-year students in two classes of a senior high school in Taipei City, divided into experimental group and control group. The experimental group uses a formative assessment-based contextual decision-making game, while the control group uses a general contextual decision-making game. It is expected that the experimental group had better learning achievements than the control group, and their learning motivation, problem-solving ability, and critical thinking were significantly higher than those of the control group. Besides, through the analysis of learning behavior patterns, it was known that the students in the control group receive feedback on the success or failure of general games. During the decision-making process, it is not easy to reflect on the mistakes and improve the learning performance; even if there is summary feedback at the end, it's not very helpful for their learning. On the other hand, through real-time knowledge feedback, students in the experimental group can immediately reflect on the problems they have encountered, make corrections, and then re-challenge the learning tasks; this method not only improves students' confidence and interest but has obvious learning performance.

    目錄 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 3 1.3名詞釋義 5 第二章 文獻探討 7 2.1情境式學習 7 2.2數位遊戲式學習 8 2.3形成性評量 9 第三章 系統開發 12 3.1系統架構 12 3.2系統功能 12 3.3系統環境 13 3.4遊戲內容與設計 14 第四章 研究設計 24 4.1研究架構 24 4.2研究對象 25 4.3研究課程 25 4.4實驗流程 26 4.5研究工具 27 4.6資料分析 29 第五章 研究結果 30 5.1學習成就 30 5.2學習動機 31 5.3問題解決能力 31 5.4批判思考傾向 32 5.5學習行為模式 33 第六章 結論與討論 37 6.1學習成就 37 6.2學習動機 38 6.3問題解決能力 38 6.4批判思考傾向 39 6.5學習行為模式分析 39 6.6研究限制 40 參考資料 41 附件一 50 附件二 53 附件三 59 附件四 60 附件五 61 附件六 62

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