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研究生: 林岱琦
Lin-Dai Qi
論文名稱: 3D情境體驗遊戲導入地質課程對學生科學學習方法、問題解決自我效能及學習行為之影響
Effects of 3D Contextual Game on Students’ Science Learning Strategies, Self-Efficacy of Solving Problem and Learning Behaviors
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 朱蕙君
Hui-Chun Chu
楊凱翔
Kai-Hsiang Yang
邱國力
Guo-Li Chiou
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: 2016
畢業學年度: 104
語文別: 中文
論文頁數: 89
中文關鍵詞: 數位遊戲式學習情境學習科學學習方法問題解決認知負荷學習行為
外文關鍵詞: game-based learning, contextual learning, science learning strategies, problem-solving ability, cognitive load, learning behavior
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本研究結合3D虛擬實境(Virtual Reality)與數位遊戲式(Digital Game-based Learning, DGBL)技術,設計一套3D遊戲式學習系統,並以國小自然科課程「認識岩石」單元的教材進行遊戲內容開發。為了探討這樣的學習模式對學生學習成就、科學學習方法、問題解決能力以及認知負荷的影響,以及不同成就學生在遊戲中的學習行為差異,本研究採取準實驗研究設計,針對台北市某國小六年級兩個班級之學生進行相關的教學活動。在實驗過程中,一班為實驗組,進行3D情境體驗遊戲式學習;另外一班為控制組,進行一般科技輔助教學。實驗結果顯示,使用3D情境體驗遊戲的學習方式,能夠顯著增進學生的自然科學習成就、問題解決自我效能、高層次學習策略及深層動機;同時,也可以降低他們的認知負荷。此外,高成就學生明顯出現深層策略行為,未來可提供低成就學生使用這樣的模式學習。


In this study, a 3D experiential game-based learning system was developed to provide a virtual reality environment with gaming contexts for the “knowing rocks” unit of the elementary school natural science course. To evaluate the impacts of the 3D experiential game on students’ science learning strategies, learning achievements, problem-solving performance and cognitive load as well as the learning behavioral patterns of the students with different learning achievements, a quasi-experiment was conducted. The participants were two classes of six graders. One class was the experimental group who learned with the 3D experiential game, and the other was the control group who learned with the conventional technology-enhanced learning approach. The experimental results showed that the students learning with the 3D experiential game-based learning system showed better learning achievements, self-efficacy of solving problems, higher-order learning strategies and deep learning motivation as well as lower cognitive load than those who learned with the conventional technology-enhanced learning approach. while lower. Moreover, higher-achievement students showed more behavioral patterns of deep learning strategies than the lower-achievement ones. The findings of this study provide a good reference for helping lower-achievement students in improving their learning performances.

目錄 摘要 I Abstract II 圖目錄 VI 表目錄 VIII 第一章 緒論 - 1 - 1.1 研究背景與動機 - 1 - 1.2 研究目的與問題 - 3 - 1.3 名詞解釋 - 4 - 1.3.1 數位遊戲式學習(Digital Game-Based Learning) - 4 - 1.3.2 情境學習(Contextual Learning) - 5 - 1.3.3 科學學習方法(Science Learning Strategies) - 5 - 1.3.4 問題解決自我效能 (Self-Efficacy of Solving Problems) - 6 - 1.3.5 認知負荷(Cognitive Load) - 6 - 1.3.6 序列分析(Sequential Analysis) - 6 - 第二章 文獻探討 - 7 - 2.1 科技融入自然科學與岩石課程 - 7 - 2.2 數位遊戲式學習(Digital Game-based Learning) - 8 - 2.2.1 數位遊戲式學習之設計 - 8 - 2.2.2 數位遊戲式學習之特性 - 10 - 2.2.3 3D情境遊戲式學習與問題解決的關係 - 12 - 2.3 科學學習方法相關研究與應用 - 15 - 第三章 系統開發 - 17 - 3.1 系統架構 - 17 - 3.2 系統開發環境及功能 - 18 - 3.3 學習內容 - 19 - 3.4 3D情境體驗遊戲學習系統 - 23 - 第四章 研究設計 - 29 - 4.1 研究架構 - 29 - 4.2 研究對象 - 30 - 4.3 研究課程 - 30 - 4.4 實驗流程 - 31 - 4.5研究工具 - 32 - 4.5.1科學學習方法量表 - 32 - 4.5.2問題解決自我效能量表 - 33 - 4.5.3認知負荷量表 - 33 - 4.5.4岩石理解成就測驗 - 34 - 4.5.5 訪談 - 34 - 4.6資料處理與分析 - 34 - 第五章 實驗結果與分析 - 42 - 5.1學習成就 - 42 - 5.2科學學習方法 - 43 - 5.3問題解決自我效能 - 45 - 5.4 認知負荷 - 45 - 5.5 訪談結果 - 46 - 5.7 學習歷程分析 - 48 - 5.7.1 高、低學習成就學習歷程 - 51 - 第六章 結論與建議 - 55 - 6.1結論 - 55 - 6.2研究限制 - 59 - 6.3研究建議 - 59 - 參考文獻 - 62 - 中文部分 - 62 - 英文部分 - 62 - 附件一 科學學習方法量表 - 71 - 附件二 問題解決自我效能 - 74 - 附件三 認知負荷量表 - 75 - 附件四 自然科定期評量 - 76 - 附件五 岩石理解成就測驗 - 77 - 附件六 認識岩石學習單 - 79 - 附件七 訪談問卷表 - 80 -

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