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研究生: 蔡建志
Chien-Chih Tsai
論文名稱: 數位遊戲學習環境對於亞斯伯格症候群患童與一般孩童間自我效能、內在動機及學習表現影響之比較-以部首辨識學習為例-
Comparison of The Effect of Game-Base Learning on Self-Efficacy, Intrinsic Motivation, and Learning Outcomes Between Asperger’s and Normal Children : An Example of Radical Recognition Learning
指導教授: 王淑玲
Shu-ling Wang
口試委員: 林珊如
none
翁楊絲茜
none
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: 2012
畢業學年度: 100
語文別: 中文
論文頁數: 65
中文關鍵詞: 亞斯伯格症學習表現內在動機自我效能數位遊戲學習
外文關鍵詞: Intrinsic Motivation, Self-Efficacy, Digital Game-Based Learning, academic performance, Asperger's Syndrome
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  • 本研究以「部首辨識學習」為例,探討並比較數位遊戲學習環境對於亞斯伯格症候群患童 (Asperger’s)與一般孩童間自我效能 (self-efficacy)、內在動機 (intrinsic motivation)以及學習表現 (academic performance)之影響。研究對象為普通班男、女學生共56名 (平均年齡10歲),及亞斯伯格症患童男、女學生共15名 (平均年齡10歲)。研究對象在「MMCLE 多滑鼠數位遊戲學習平台」上進行部首配對遊戲,並以「部首連連看紙本測驗」及「學習動機與策略量表」之「內在動機量表」與「自我效能量表」進行前、後測,以配對t考驗分析比較研究對象的自我效能、內在動機以及學習表現在數位遊戲學習前後的差異;並以多元迴歸分析自我效能、內在動機對學習表現的預測力。
    研究結果發現:數位遊戲學習有助於提升一般孩童的自我效能、內在動機以及學習表現,但對亞斯伯格症患童則只有內在動機有所提升;此外,一般孩童在數位遊戲學習之前,自我效能可以預測學習表現;而在數位遊戲學習之後,則只有內在動機方可預測學習表現。本研究根據實驗發現進行討論,並對日後數位遊戲學習之研究提出建議。


    In this study, radical recognition learning in Chinese characters was used to explore and compare the effect of game-based learning on self-efficacy, intrinsic motivation, and academic performance between Asperger’s and normal children. Fifty-six normal male and female students in regular classes (average age:10) and 15 Asperger's syndrome of male and female students (average age:10) were recruited to attend the study. Participants were asked to play radical-matching game on “multi-mouse-game-based learning plateform” (MMCLE) and complete paper tests of radical-matching game and questionnaires of self-efficacy and intrinsic motivation before and after the game.
    The results showed that game based-learning helped promote normal children’s self-efficacy, intrinsic motivation and learning outcome, but only enhanced Asperger’s children’s intrinsic motivation. The results also indicated that self-efficacy predicted academic performance before game-based learning, while only intrinsic motivation instead of self-efficacy predicted academic performance after game-based learning. Implications and suggestions for teaching and future research were provided.

    中文摘要 .......................................................... I Abstract ............................................................ II 致 謝 .......................................................... III 目 錄 ........................................................... IV 表目錄 ............................................................ V 圖目錄 ........................................................... VI 第壹章 緒論 ....................................................... 1 第一節 研究背景與動機 .............................................. 1 第二節 研究問題 .................................................... 4 第三節 本研究的重要性............................................... 5 第四節 研究架構..................................................... 7 第五節 名詞釋義 .................................................... 8 第貳章 文獻探討 .................................................. 12 第一節 遊戲與學習之相關研究 ....................................... 12 第二節 數位遊戲學習的理論與發展 ................................... 14 第三節 內在動機與數位遊戲學習之相關研究............................ 17 第四節 自我效能與數位遊戲學習之相關研究............................ 20 第五節 亞斯柏格症候群孩童與數位遊戲學習............................ 23 第參章 研究方法 .................................................. 26 第一節 研究假設 ................................................... 26 第二節 研究對象 ................................................... 27 第三節 研究工具 ................................................... 28 第四節 研究流程 ................................................... 32 第五節 資料處理與分析 ............................................. 34 第肆章 研究結果 ...................................................... 35 第一節 一般生學童的自我效能、內在動機以及學習表現之實驗統計 ....... 35 第二節 亞斯伯格症候群學童的自我效能、內在動機以及學習表現之實驗統計 ............................................................. 36 第三節 亞斯伯格症候群學童的自我效能、內在動機以及學習表現與一般學童之比較 ............................................................. 38 第四節 學童自我效能以及內在動機對學習表現的預測力 ................. 39 第伍章 結論與建議 ........................................... 41 第一節 結論與討論 ................................................. 41 第二節 研究限制 ................................................... 44 第三節 研究建議 ................................................... 46 參考文獻 ....................................................... 49 一、英文文獻....................................................... 49 二、中文文獻....................................................... 58 附錄 ................................................................. 60 附錄一 MMCLE的畫面與操作流程....................................... 60 附錄二 學習動機問卷................................................ 63 附錄三 測驗紙本.................................................... 65 附錄四 四百六十九字題庫............................................ 66

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