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研究生: 陳癸蒓
Kuei-Chun Chen
論文名稱: 導入遊戲化的測驗模式對社區大學非正規成人教育學習成效之影響
Effects of a gamified assessment approach on learners’ learning performance in a community college for informal adult education
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 陳志鴻
Chih-Hung Chen
陳玫蓉
Mei-Rong 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: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 77
中文關鍵詞: 成人教育社區大學非正規教育遊戲化學習評量
外文關鍵詞: adult education, community college, informal education, gamification, learning assessment
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  • 從1998年臺灣成立第一所社區大學後,全臺各縣市皆開始陸續興辦社區大學,終身教育的觀念逐漸打開並成為趨勢性的學習運動,教育部於107年正式頒佈《社區大學發展條例》明定社區大學的定位及功能,期望透過專法使社區大學業務能在制度化下健全發展發揮及落實立法目的。但是社區大學非正規的成人教育在知識類課程其學習成就如何?這部分研究相當少,因此,本研究試圖運用「遊戲化測驗」作為非正規成人教育的學習評量,探討成人學習者的學習成效、學習動機、學習態度、學習模式滿意度及科技接受度情形。
    本研究採用準實驗設計,針對臺北市某社區大學「故宮國寶悠遊趣-玉器單元」課程之成人學習者進行實驗。研究結果顯示,採用「遊戲化測驗」學習方式對於提升學習成就、學習動機、學習態度、學習模式滿意度實驗組相較控制組均無顯著差異;另一方面,實驗組在科技接受度方面具有顯著效果。由訪談分析發現,學習成效不顯著原因可能來自於螢幕投影的文字及圖片太小以及操作臨場反應初步不熟悉導致;同時,由實驗組前、後測問卷發現,遊戲化測驗對於實驗組的學習動機與學習態度在學習前後具有顯著差異,表示對於提高成人學習者的學習動機和學習態度有正向效果。由於目前成人教育中有關遊戲化測驗的研究甚少,建議未來增加研究次數來重複驗證遊戲化測驗對非正規教育的成人學習者帶來的影響。


    Since the establishment of the first community college in Taiwan in 1998, more community college have been founded in throughout Taiwan. The concept of lifelong education has become a widespread learning program. The Ministry of Education in Taiwan officially announced the Regulations on community college Development in 2018, which clarifies the functions of community college, hoping that this law will enable the development of community college and fulfill the legislation purpose. However, few studies have examined the learning outcomes of non-formal adult education in community college. Therefore, this study attempts to use "gamified assessment" as an evaluation of learning in non-formal adult education, exploring the adult learners' learning achievement, motivation, learning attitude, satisfaction with the learning approach, and technology acceptance.
    This study adopted a quasi-experimental design with adult learners of a knowledge-based course at a community college in Taipei City. The result showed that there was no significant difference in improving learning achievement, motivation, learning attitudes, and satisfaction with the learning approach between the adults learning with the gamified assessment and those learning with the conventional assessment, while there was a significant positive impact on the gamified assessment group in term of technology acceptance. Further analysis of the interviews revealed that although the adult learners' technology acceptance is positive; moreover, the small size of the text and images on the screen and as well as unfamiliarity with the operation could be the reasons affect their learning outcomes. In addition, from the pre- and post-questionnaire results, a significant difference was found in adult learners' motivation and learning attitudes before and after the "Gamified Assessment." Since few studies have explored the effectiveness of gamified assessment in adult education, more research is recommended to replicate to examine the impact of Kahoot! or other gamified assessment on adult learners in non-formal education.

    摘要 I Abstract I 致謝 IV 目錄 V 表目錄 VIII 圖目錄 IX 第一章 緒論 1 第一節、研究背景與動機 1 第二節、研究目的與問題 4 第三節、名詞釋義 5 一、社區大學(Community College) 5 二、成人教育(Adult Education) 5 三、遊戲化(Gamification) 6 四、即時反饋系統(Interactive Response System,IRS) 6 五、學習成就(Learning Performance) 6 六、學習動機(Learning Motivation) 7 七、學習態度(Learning Attitude) 7 八、科技接受度(Technology Acceptance) 7 九、學習滿意度(Iearning Satisfaction) 8 第二章 文獻探討 9 第一節 成人教育/成人教育學/成人學習(Adult education / Andragogy / Adult Learning) 9 第二節 社區大學背景下的非正規教育(Non-formal education in the Community College Context) 10 第三節 遊戲化(Gamification) 12 第四節 即時反饋系統(Interactive Response System,IRS) 14 第三章 遊戲化即時反饋系統介紹 16 第一節、 即時反饋工具 16 第二節、 遊戲化即時反饋設計 17 第四章 研究設計 23 第一節、 研究架構 23 第二節、 學習內容 25 第三節、 研究對象 25 第四節、 實驗流程 25 第五節、 研究工具 28 第六節、 資料處理與分析 30 第五章 研究結果 32 第一節、 學習成效 32 第二節、 學習動機 33 第三節、 學習態度 35 第四節、 學習模式滿意度 36 第五節、 科技接受度 37 第六節、 訪談結果 38 一、實驗組訪談分析 38 二、控制組訪談分析 40 三、其他問題及建議 40 第六章 總結 42 第一節、 結論與討論 42 一、研究問題1 42 二、研究問題2 43 三、研究問題3 44 四、研究問題4 45 五、研究問題5 45 第二節、 研究限制與建議 46 參考文獻 47 附錄一、玉器單元前測問卷 58 附錄二、玉器單元後測問卷 60 附錄三、學習動機量表 63 附錄四、學習態度量表 64 附錄五、學習模式滿意度量表 65 附錄六、科技接受度量表 66 附錄七、訪談問卷 67

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