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研究生: 徐文芳
Wen-Fang Hsu
論文名稱: 導入遊戲化同儕互評策略的虛擬實境專題模式對學生學習成就、感受及回饋品質之影響
The effects of a virtual reality project-based learning model with gamified peer assessment strategies on students' learning achievements, feelings, and feedback quality
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 陳秀玲
Hsiu-Ling Chen
宋涵鈺
HAN-YU SONG
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: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 113
中文關鍵詞: 遊戲化同儕互評專題式學習虛擬實境
外文關鍵詞: gamification, peer assessment, project-based learning, virtual reality
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  • 本研究旨在探討在虛擬實境專題製作活動中,導入遊戲化同儕互評策略對於學生學習成就、內在動機、創造性思考傾向與回饋品質的影響。本研究採用的遊戲化元素包括積分、徽章與排行榜,期望透過這些遊戲化元素的導入,可以解決傳統同儕互評活動中學生評分參與感不足的問題,讓學生能夠更有動力來針對他人的虛擬實境專題作品進行同儕互評,同時也使學生在回饋品質上有所提升。此外,也希望可以透過同儕的評分與評論,促使學生檢視與反思自己在虛擬實境專題製作的學習表現。為了探討導入遊戲化同儕互評策略的有效性,本研究者開發了一個線上基於遊戲化的同儕互評系統,並在高中社會課程虛擬實境專題製作活動,設計一個準實驗。研究對象為臺灣某所高中二年級學生,平均年齡16.5歲,其中一個班級26人為實驗組採用遊戲化同儕互評於虛擬實境專題製作模式,另一個班級26人為控制組採用一般同儕互評於虛擬實境專題製作模式。實驗結果顯示,採用遊戲化同儕互評於虛擬實境專題製作模式的實驗組學生,相較於一般同儕互評虛擬實境專題製作模式的控制組較好的學習成就、作品分數、有更好的回饋品質,同時老師評分與同儕評分具有高度相關性。另一方面,在內在動機中的兩個面向,以及創造性思考傾向,兩組則沒有顯著差別。


    The purpose of this study is to investigate the effects of introducing gamified peer assessment strategies in virtual reality thematic production activities on students' learning achievement, intrinsic motivation, creative thinking tendencies, and quality of feedback. The gamification elements used in this study include points, badges, and leaderboards. Through the introduction of these gamification elements, it is expected that the problem of insufficient student participation in traditional peer assessment activities can be solved, so that students can be more motivated to peer assess others' virtual reality projects, and the quality of student feedback can also be improved. In addition, it is hoped that through peer ratings and comments, students will be motivated to review and reflect on their own learning performance in VR project production. To investigate the effectiveness of introducing game-based peer assessment strategies, this researcher developed an online game-based peer assessment system and designed a quasi-experiment in a high school social studies course virtual reality project. The subjects were second grade students in a high school in Taiwan, with an average age of 16.5 years old. One class of 26 students was the experimental group that used game-based peer assessment in the virtual reality topic-making mode, and another class of 26 students was the control group that used general peer assessment in the VR project-based learning. The experimental results showed that students in the experimental group who used gamified peer assessment in the virtual reality project mode had better academic achievement, better work scores, and better feedback quality than the control group in the general peer assessment virtual reality project mode, and that teacher ratings and peer ratings were highly correlated. On the other hand, there were no significant differences between the two groups in terms of the two aspects of intrinsic motivation and the tendency to think creatively.

    摘要 I Abstract II 誌謝 III 目錄 V 圖目錄 VII 表目錄 VIII 第壹章 緒論 1 第一節、研究背景與動機 1 第二節、研究目的與問題 3 第三節、名詞釋義 3 第貳章 文獻探討 6 第一節、實作與專題式學習 6 第二節、虛擬實境與專題實作 11 第三節、同儕互評 15 第四節、遊戲化 18 第參章 系統設計 22 第一節、遊戲化同儕互評系統開發環境 22 第二節、虛擬實境系統開發環境 24 第三節、遊戲化同儕互評系統設計 29 第肆章 研究設計 38 第一節、研究架構 38 第二節、研究對象 39 第三節、實驗流程 40 第四節、研究工具 48 第五節、資料處理 52 第伍章 研究結果 53 第一節、學習成就 53 第二節、內在動機 56 第三節、創造性思考傾向 58 第四節、作品分數 61 第五節、回饋品質 61 第六節、老師評分與同儕評分之相關性 65 第七節、訪談結果 66 第陸章 討論與結論 70 第一節、學習成就 70 第二節、內在動機 70 第三節、創造性思考傾向 72 第四節、作品分數 72 第五節、回饋品質 73 第六節、老師評分與同儕評分之相關性 73 第七節、訪談 74 第八節、結論 75 第九節、研究限制 76 第十節、未來研究建議 76 參考文獻 79 附錄一、學習成就(三峽學)前測題目 87 附錄二、學習成就(三峽學) 後測題目 90 附錄三、內在動機前後問卷 92 附錄四、創造性思考傾向前後問卷 93 附錄五、訪談題目 94 附錄六、學生訪談整理 95 附錄七、學生學習單-1 101 附錄八、學生學習單-2 102

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