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研究生: 楊祖排
YEOH CHOU PAI
論文名稱: 運用擬真情境與多維度鷹架於協作科學探究教學之線上教育遊戲的設計與評估
Design and Evaluation of an Online Educational Game for Collaborative Scientific Inquiry Teaching Using Realistic Context and Multidimensional Scaffolding
指導教授: 侯惠澤
Huei-Tse Hou
口試委員: 陳聖智
Sheng-Chih Chen
侯惠澤
Huei-Tse Hou
湯梓辰
Tzu-Chen Tang
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: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 96
中文關鍵詞: 協作科學探究學習多維度鷹架擬真情境數位遊戲式學習
外文關鍵詞: collaborative scientific inquiry learning, multidimensional scaffolding, realistic context, digital game-based learning
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科學探究是科學教育的核心,鼓勵學生參與真實情境的科學調查和實踐,通過觀察、實驗設計、數據收集和解釋、溝通辯證以及同儕協作等方式解決真實問題,培養學生的科學素養和協作能力。然而,科學探究教學也面臨一些挑戰,學生可能因情境內容缺乏實用性或能力不足而對科學探究失去興趣和學習動機下降。為解決這些挑戰,科技可以融入科學探究環境,輔助學習者進行協作科學探究學習。數位遊戲式學習策略能夠激發學習動機,並在擬真的遊戲環境中激發學生的情境興趣,同時提升他們的協作問題解決能力。基於模擬真實問題情境的複雜性,整合多維度鷹架,可望提高學習成效,同時減輕學習者的認知負荷和焦慮感。
本研究運用擬真情境與多維度鷹架,開發了一款線上協作科學探究遊戲。有別於一般的教育遊戲,本研究以科學探究流程為基礎來逐一設計對應的遊戲機制與流程,通過多種雲端科技的整合,搭配列車維修的情境構建遊戲場景與非玩家角色(NPC)的對話機制,以幫助學習者學習電磁學知識。研究採線上招募的方式進行,共分為三組:「文件式鷹架遠距案例教學活動」的控制組 (一)、「無鷹架遠距案例教學活動」的控制組(二)和「NPC擬真互動鷹架遠距遊戲教學活動」的實驗組,每組30人,共90名大專生參與本研究。本研究探討學習成效、心流、活動焦慮、科學探究有用性,以及鷹架有用性,結果顯示控制組(一)與實驗組學習成效顯著優於控制組(二),而控制組(一)與實驗組之間則無顯著差異,推測原因在於活動中提供的鷹架有助於提升學習成效。在心流和科學探究有用性方面,三組學習者均顯著大於量表中位數,且三組之間沒有顯著差異,表示學習者均覺得這三種探究活動有助於進行科學探究學習,並一定程度的投入到活動中。研究也發現,三組學習者的活動焦慮均顯著低量表中位數,且三組之間沒有顯著差異,表示學習者在這三種探究活動的焦慮感低。另外,活動中的多維度鷹架被注意到的比例很高,均有高度的有用性。此外,本研究也提出相關研究和教學實務建議,供研究者參考。


Scientific inquiry is the core of science education, encouraging students to engage in authentic scientific investigations and practices. By utilizing methods such as observation, experimental design, data collection and interpretation, communication and argumentation, as well as peer collaboration, students can develop their scientific literacy and collaboration skills. However, science inquiry teaching also faces some challenges. Students may lose interest and motivation in scientific inquiry due to the lack of practicality in the context or their inadequate skills. To address these challenges, technology can be integrated into the science inquiry environment to support learners in collaborative scientific inquiry learning. Digital game-based learning strategies can stimulate learning motivation and generate situational interest among students in a realistic game environment, while enhancing their collaborative problem-solving skills. Based on the complexity of simulating real-world problem scenarios, integrating multidimensional scaffolding is expected to improve learning outcomes while reducing learners' cognitive load and anxiety.
In this study, a collaborative online science inquiry game was developed using realistic context and multidimensional scaffolding. Unlike typical educational games, this study designed game mechanisms and sequence based on the science inquiry process. Through the integration of various cloud technologies, combined with the scenario of train maintenance, game scenes and non-player character (NPC) dialogue mechanisms were created to assist learners in learning knowledge about electromagnetism. The study was conducted through online recruitment and divided into three groups: the control group (1), which involved a remote case study activity with document-based scaffolding; the control group (2), which involved a remote case study activity without scaffolding; and the experimental group, which participated in an NPC interactive scaffolding remote game-based learning activity. Each group consisted of 30 participants, making a total of 90 college students involved in the study. The study investigated learning effectiveness, flow experience, activity anxiety, usefulness of scientific inquiry, and usefulness of scaffolding. The results showed that the learning outcomes of the control group (1) and the experimental group were significantly better than the control group (2), while there was no significant difference between the control group (1) and the experimental group. This suggests that the scaffolding provided during the activity contributed to improved learning effectiveness. Regarding flow experience and usefulness of scientific inquiry, all three groups of learners scored significantly higher than the median of the scale, with no significant differences between the groups. This indicates that learners perceived all three inquiry activities as beneficial for conducting scientific inquiry learning and were to some extent engaged in the activities. The study also found that the activity anxiety of all three groups of learners was significantly lower than the median of the scale, with no significant differences between the groups, indicating low anxiety levels during the three inquiry activities. Additionally, the multidimensional scaffolding in the activities was highly recognized and perceived as useful. Furthermore, the study provides analysis of correlation and instructional recommendations for researchers and teaching practice.

目錄 摘要 I ABSTRACT II 致謝 IV 目錄 V 第壹章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的與研究問題 5 第貳章 文獻探討 7 第一節 協作科學探究 7 第二節 遊戲式學習運用於科學探究 9 第三節 科學教育情境學習 12 第四節 鷹架運用於科學教育 13 第五節 小結 15 第叁章 研究方法 16 第一節 研究設計 16 第二節 研究對象 17 第三節 研究工具 17 第四節 研究流程 36 第肆章 研究結果 38 第一節 學習成效評估 38 第二節 心流狀態評估 39 第三節 活動焦慮評估 43 第四節 科學探究有用性評估 45 第五節 鷹架有用性評估 47 第六節 相關分析 52 第伍章 討論 55 第一節 「文件式鷹架遠距案例教學活動」、「無鷹架遠距案例教學活動」與「NPC擬真互動鷹架遠距遊戲教學活動」學習者之學習成效、心流狀態、活動焦慮、科學探究學習有用性為何? 55 第二節 「文件式鷹架遠距案例教學活動」、「無鷹架遠距案例教學活動」與「NPC擬真互動鷹架遠距遊戲教學活動」學習者之學習成效、心流狀態、活動焦慮、科學探究學習有用性之差異為何? 57 第三節 「文件式鷹架遠距案例教學活動」與「NPC擬真互動鷹架遠距遊戲教學活動」的鷹架有用性與差異爲何? 58 第四節 「文件式鷹架遠距案例教學活動」、「無鷹架遠距案例教學活動」與「NPC擬真互動鷹架遠距遊戲教學活動」學習成效、心流狀態、活動焦慮、科學探究學習有用性、鷹架有用性之間的相關性? 60 第陸章 結論與建議 66 第一節 結論 66 第二節 研究限制與建議 68 參考文獻 69

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