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研究生: 左佩穎
Pei-Ying Zuo
論文名稱: 整合多重表徵鷹架與心智工具的遠距同步遊戲化數學教學活動的設計與評估
Design and evaluation of remote synchronousgamifiedmathematics teaching activities that integrate multi-representational scaffolding and mind tool
指導教授: 侯惠澤
huei-tse hou
口試委員: 湯梓辰
朱志明
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: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 110
中文關鍵詞: 遠距教學心智工具遊戲化學習鷹架理論學習動機心流狀態
外文關鍵詞: distance teaching, mind tool, gamification of learning, scaffolding, learning motivation, flow state
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  • 講述式的數學教學活動與因疫情緊急的遠距教學的實施,對學生的學習動機及學習成效帶來許多限制。運用遊戲化學習輔助數學教學可以引起學習者的學習動機且降低學習焦慮,提高學習者對於數學學習的投入程度,達到心流。而導入多重表徵鷹架結合遊戲化,可望幫助學習者進行更高層次的思考以及問題解決能力,並降低學習焦慮,進而提高學習成效。
    本研究探討三種教學活動(講述式教學活動、心智工具搭配鷹架教學活動與心智工具搭配鷹架遊戲化教學活動)對學生數學學習的影響。本研究運用所開發的線上遊戲「幾何建築師」結合線上心智工具與多表徵鷹架進行遊戲化教學,在教學活動中提供一故事情境,循序漸進地引導學生完成學習活動。心智工具中提供學習者多重表徵鷹架,再透過遊戲化的機制(例如:即時檢核積分、積分排行榜)來協助學生對數學立體圖形展開圖的概念有更多的瞭解,且加深其所學知識之印象。本研究之研究對象為50位台灣北部某高職學生,以不等組前後測設計探討三種教學活動下學習者的學習成效、學習動機、心流狀態、活動焦慮以及活動情緒。研究結果顯示,在學習成效上,心智工具搭配鷹架教學活動組學生的學習成效顯著的退步。在學習動機方面,心智工具搭配鷹架遊戲化教學活動組在實驗前後的學習動機有顯著上升,而講述式教學活動組的學習動機則是顯著下降。三組組間比較發現心智工具搭配鷹架教學活動組與心智工具搭配鷹架遊戲化教學活動組的學習動機顯著高於講述式教學活動組。心智工具搭配鷹架教學活動與心智工具搭配鷹架遊戲化教學活動兩組的心流狀態與其子維度及正向情緒方面皆高於中位數,活動焦慮接近中位數,而負面情緒方面則低於中位數。
    另外,本研究也初步分析學習成效、心流狀態、學習動機、焦慮與活動情緒各維度間彼此的關聯,並提出相關的研究與教學實務的建議。


    Due to the outbreak ofan epidemic, the lecture-based learning and distance learning of mathematics caused many restrictions on students' learning motivationand performance. Thegamification formathematics teaching can motivatestudents, reduce theiranxiety, increasetheirengagementin mathematics learning, and finally achieveflow. The learning activities, that combined multi-representational scaffold-based gamification, is expected to help studentsengage inhigher-level thinking and problem-solving skills, and reduce theirlearning anxiety, thereby improvinglearning effectiveness.
    The aim of this study was to investigate the impact of three learning activities(lecture-based teaching activity, mind tool with scaffolding teaching activity, and mind tool with scaffold-basedgamification teaching activity) onmathematics learning.In the study, wedeveloped an online game "Geometric Architect"and integrated an online mind tooland multi-representational scaffold-basedgamification teaching.We provideda story situation and gradually guidedstudents to complete the learning activities.The mind tool with multi-representationalscaffold-based gamification mechanism (such as real-time ratingandranking) helped students to understandthethreedimensionsof drawingdiagrams.The participants of this study were fiftyvocationalhigh schoolstudentsfromnorthern Taiwan.A pre-test and post-test research design were used to explore the students’learning effectiveness, learning motivation, flow state,activity anxiety, and activity emotions under the three teaching activities.The results showed that the learning effectiveness of students in the group of mind tool with scaffolding has significantly degraded.In terms of learning motivation, the students in thegroup of mind tool with scaffold–basedgamification teachingsignificantly improved their learning motivation after the experiment. On the other hand, the students in the lecture-based group significantlydecreased their learning motivation.The comparisonbetweenthe three groupsrevealed that the learning motivations of themind tool with scaffolding group and mind tool with scaffold–basedgamificationgroupwere significantly higher than that of the lecture-based group.The flow state, sub-dimensions, and positive emotions of students in themind tool with scaffolding group and mind tool with scaffold–basedgamificationgroup are higher than the median.Their activity anxietiesare close to the median, and their negative emotions are lower than the median.
    Furthermore, thisstudy also preliminarily analyzed the correlation among learning effectiveness, flow state, learning motivation, activity anxiety, and activity emotion.According to the results, we providedsome suggestions and implications for future research.

    目錄 摘要..................................................................................................................................... I Abstract .............................................................................................................................II 目錄.................................................................................................................................. IV 圖次............................................................................................................................... VIII 表次.................................................................................................................................. IX 第一章 緒論.....................................................................................................................1 第一節研究背景與動機.............................................................................................1 第二節研究目的與研究問題.....................................................................................4 第貳章 文獻探討.............................................................................................................6 第一節數學課堂教學常見的限制.............................................................................6 第二節遠距教學的現況與限制.................................................................................8 第三節遊戲化促進學習...........................................................................................10 第四節鷹架理論.......................................................................................................12 一、 鷹架理論...............................................................................................12 二、 鷹架理論應用於學習案例...................................................................12 第五節心智工具.......................................................................................................15 第六節 小結...........................................................................................................17 第参章 研究方法...........................................................................................................18 第一節 研究設計...................................................................................................18 第二節 研究對象...................................................................................................22 第三節 研究工具...................................................................................................22 一、教學內容與流程 .......................................................................................22 二、鷹架導向心智工具 ...................................................................................24 三、參與實驗同意書、基本資料問卷與遊戲經驗問卷 ...............................32 VI 四、學習成效評量(前後測).............................................................................32 五、ARCS 動機量表(前後測).........................................................................32 六、動機三階段量表 .......................................................................................33 七、心流問卷 ...................................................................................................33 八、活動焦慮量表 ...........................................................................................34 九、活動情緒量表 ...........................................................................................35 十、遊戲活動心得 ...........................................................................................36 第四節 實驗流程...................................................................................................38 第五節 資料蒐集與分析.......................................................................................38 第肆章 研究結果...........................................................................................................40 第一節 學習成效分析...........................................................................................40 一、組內學習成效前後測差異分析 ...............................................................40 二、組間學習成效分析 ...................................................................................41 第二節 ARCS 活動動機........................................................................................41 一、ARCS 動機組內前後測分析....................................................................41 二、ARCS 動機組間差異分析........................................................................43 第三節 學習動機前、中、後三階段分析...........................................................44 一、組內學習動機三階段分析 .......................................................................44 二、學習動機三階段組間分析 .......................................................................45 第四節 心流分析...................................................................................................46 第五節 活動焦慮分析...........................................................................................48 第六節 活動情緒分析...........................................................................................48 第七節 遊戲活動心得問卷分析...........................................................................49 第伍章 討論...................................................................................................................53 第一節 受試者在「講述式教學活動」、「心智工具搭配鷹架教學活動」與「心 VII 智工具搭配鷹架遊戲化教學活動」三組之學習成效表現與差異........53 第二節 受試者在「講述式教學活動」、「心智工具搭配鷹架教學活動」與「心 智工具搭配鷹架遊戲化教學活動」三組之 ARCS 動機表現與差異...55 第三節 受試者在「講述式教學活動」、「心智工具搭配鷹架教學活動」與「心 智工具搭配鷹架遊戲化教學活動」三組之動機三階段表現與差異....57 第四節 受試者在「心智工具搭配鷹架教學活動」與「心智工具搭配鷹架遊戲 化教學活動」兩組之心流、活動焦慮、活動情緒表現與差異............58 第五節 受試者在「心智工具搭配鷹架教學活動」與「心智工具搭配鷹架遊戲 化教學活動」兩組之教學活動心得........................................................60 第陸章 結論與建議.......................................................................................................62 第一節結論...............................................................................................................62 第二節建議...............................................................................................................64 一、教學實務方面 ...........................................................................................64 二、未來研究生的建議 ...................................................................................64 三、系統設計建議 ...........................................................................................65 參考文獻...........................................................................................................................66 附錄一:參與遊戲同意書...............................................................................................79 附錄二:學習成效評量...................................................................................................80 附錄三:ARCS 學習動機問卷.......................................................................................85 附錄四:動機三階段問卷...............................................................................................92 附錄五:心流問卷...........................................................................................................93 附錄六:活動焦慮問卷...................................................................................................94 附錄七:活動情緒問卷...................................................................................................95 附錄八:【遊戲心得問卷】問題 1 填答分析彙整表(實驗組 1) .................................96 附錄九:【遊戲心得問卷】問題 1 填答分析彙整表(實驗組 2) .................................96 VIII 附錄十:【遊戲心得問卷】問題 2 填答分析彙整表(實驗組 1) .................................96 附錄十一:【遊戲心得問卷】問題 2 填答分析彙整表(實驗組 2) .............................97 附錄十二:【遊戲心得問卷】問題 3 編碼表(實驗組 1) .............................................97 附錄十三:【遊戲心得問卷】問題 3 編碼表(實驗組 2) .............................................98 附錄十四:【遊戲心得問卷】問題 4 編碼表(實驗組 1) .............................................99 附錄十五:【遊戲心得問卷】問題 4 編碼表(實驗組 2) .............................................99 附錄十六:【遊戲心得問卷】問題 5 編碼表(實驗組 1) .............................................99 附錄十七:【遊戲心得問卷】問題 5 編碼表(實驗組 2) .............................................99

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