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研究生: 陳嫚瑩
Man-Ying Chen
論文名稱: Excel學習成效、心流狀態、科技接受度之實驗研究:以開發數位遊戲與傳統書籍之比較
An Experimental Study on Excel Learning Effectiveness, Flow Status, and Technological Acceptance: A Comparison between Development of Digital Games and Traditional Books
指導教授: 湯梓辰
Joni Tzuchen Tang
侯惠澤
Huei-Tse Hou
口試委員: 黃彥文
Yen-Wen Huang
湯梓辰
Joni Tzuchen Tang
侯惠澤
Huei-Tse Hou
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: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 134
中文關鍵詞: Excel學習自我學習遊戲式學習心流科技接受度
外文關鍵詞: Excel learning, Self-learning, Game-based learning, Flow, Technological acceptance
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Excel應用能力是多數求職者必要項目之一,但Excel技能並不是現今臺灣教育中的主要學科。研究者的職場經驗發現,工作Excel的要求與自身技能難以達成平衡,其原因主要有:(1)Excel技能非主要學科,學生無法投射Excel的應用情境。(2)以自學方式學習Excel技能,但無法學以致用。(3)透過速成的方式應付考試取得認證,導致擁有能力證明卻沒有具備技能。
現行的Excel教學以講授、討論、演示三種教學模式相互輔助為主軸,離開課室後以書籍與網路資源作為自我學習的工具,卻仍出現能力不足等問題。本研究將透過有別於傳統的自學方式,採用遊戲式學習作為自我學習模式進行探討,期盼能夠透過遊戲帶入應用情境並達到學習目的。本研究為檢視遊戲式自我學習對於學習Excel技能是否有效,將自行開發一款以遊戲式學習與認知鷹架作為核心,加入檢核機制,建構出一款學習Excel技能之數位遊戲,幫助學習者在遊戲過程中學習Excel的相關技能。
本研究以臺灣北部兩所大學之187位學生作為實驗對象,有效樣本數為120人,藉由準實驗研究之不等組前後測來探討遊戲式學習者與書籍教材學習者之間學習成效、心流狀態以及科技接受度。研究結果顯示:(1)自行開發的遊戲有高度的科技接受度、(2)兩組學習者在學習成效上皆有顯著的進步並沉浸於活動當中、(3)遊戲式學習者的學習成效優於書籍教材學習者、(4)遊戲式學習者比書籍教材學習者更沉浸於活動當中。因此,本研究期盼在未來能夠將遊戲應用延伸到職場教育訓練中,提升職場技能。也期待本研究所設計之遊戲架構能夠做為相關軟體教學、應用與研究之參考。


Excel application ability is one of the essential items for most job seekers, but this skill is not the main subject in present Taiwan education. The researcher’s workplace experience has found that it is difficult to achieve a balance between the requirements of working Excel and their own skills. The main reasons are: (1) Excel skills are not the main subject during school life, which makes students unable to project the practicality of Excel in the workplace. (2) Learning Excel skills by self-study but cannot apply the skills they have learned to work. (3) Obtained certification in the accelerated course but did not have the abilities.
The current Excel teaching mostly relies on the three teaching modes of teaching, discussion, and demonstration as the main modes. After leaving the classroom, books and Internet resources are used as self-learning tools, but there are still problems such as insufficient ability. Therefore, this research will use game-based learning (GBL) as a self-learning mode to be different from the traditional self-learning method, hoping to bring the application situation through the game and achieve the learning purpose. To examine whether game-based learning is effective for learning Excel skills, this research developed a digital learning game that takes game-based learning and scaffolding as the core and adds a verification system to construct a digital learning game that simulates the certification exam process to help players learn the core skills of Excel during the game.
In this study, a total of 187 students (120 effective data) from two universities in northern Taiwan participated in this study. Use quasi-experimental research to explore the learning effectiveness, the state of flow and technological acceptance between game-based learning learners and learners by using textbooks. The results revealed that: (1) Self-developed game has a high degree of technological acceptance. (2) Both groups of learners have made significant progress in learning effectiveness and are immersed in the self-learning activities. (3) The learning effect of game-based learning learners is better than learners by using textbooks. (4) Game-based learning learners are more immersed in the activity than the learners by using textbooks. Therefore, this study looks forward to extending game applications to workplace training in the future to improve workers’ skills. It is also expected that the game model designed by this research can be used as a reference for related software teaching, application and research.

摘要 I Abstract II 謝誌 IV 目錄 VI 圖次 X 表次 XII 第壹章、緒論 1 第一節 研究背景與動機 1 一、 Excel教學在臺灣的現況 2 二、 自我學習Excel的現況 5 三、 遊戲式學習應用於Excel學習的可能性 6 四、 小結 7 第二節 研究目的與問題 8 一、 研究目的 9 二、 研究問題 10 第貳章、文獻探討 11 第一節 Excel軟體應用能力 11 一、 Microsoft Excel試算表 11 二、 Excel教育認證:Microsoft Office Specialist國際認證 12 三、 小結 16 第二節 遊戲式學習 16 一、 遊戲式學習的定義 16 二、 遊戲式學習的應用場域 17 三、 小結 19 第三節 自我學習 20 一、 自我學習的定義 20 二、 自我學習的應用場域 21 三、 小結 22 第四節 鷹架理論 23 一、 鷹架的定義 23 二、 鷹架的種類 24 三、 小結 25 第五節 心流與科技接受度 26 一、 心流理論 26 二、 科技接受度 28 第六節 小結 30 第參章、研究方法 31 第一節 活動設計 32 第二節 研究對象 33 第三節 學習目標 36 第四節 研究工具 37 一、 自我學習教材 37 二、 檢驗工具 49 第五節 研究流程 51 第六節 資料彙整與分析 52 一、 遊戲式學習者之心流狀態、科技接受度與學習成效 53 二、 書籍教材學習者之心流狀態、科技接受度與學習成效 54 三、 遊戲式學習者與書籍教材學習者各向度之比較 55 四、 學習者各向度間的關聯性及路徑呈現 55 第肆章、研究結果 56 第一節 學習成效(前測與後測) 56 一、 實驗組之學習成效 56 二、 控制組之學習成效 58 三、 實驗組與控制組之學習成效比較 60 第二節 心流狀態 63 一、 實驗組之心流狀態 63 二、 控制組之心流狀態 64 三、 實驗組與控制組之心流狀態比較 66 第三節 科技接受度 68 一、 實驗組之科技接受度 68 二、 控制組之科技接受度 69 三、 實驗組與控制組之科技接受度比較 70 第四節 相關性與路徑分析 71 一、 實驗組之相關分析與路徑分析 71 二、 控制組之相關分析與路徑分析 76 第伍章、討論 80 第一節 開發結合鷹架與檢核機制之Excel學習遊戲 錯誤! 尚未定義書籤。 第二節 數位遊戲與書籍教材學習者的心流狀態、科技接受度與學習成效 錯誤! 尚未定義書籤。 一、 遊戲式學習者 錯誤! 尚未定義書籤。 二、 書籍教材的自我學習者 錯誤! 尚未定義書籤。 第三節 比較不同教材學習者的心流狀態、科技接受度與學習成效 錯誤! 尚未定義書籤。 第陸章、結論與建議 93 第一節 結論 93 一、 學習者對於本研究自製遊戲的科技接受度有正面的回饋 93 二、 數位遊戲與書籍教材的學習者都沉浸在活動中且具有學習成效 94 三、 遊戲式學習者的學習成效優於書籍教材學習者 94 四、 遊戲式學習者比書籍教材學習者更沉浸於活動當中 95 第二節 研究限制與建議 96 一、 遊戲發展面向 96 二、 教學應用面向 98 三、 研究限制 99 四、 未來研究的建議 100 參考文獻 101 附錄 111 附錄A:參與同意書與基本資料表 111 附錄B:心流經驗問卷 113 附錄C:科技接受度問卷 114 附錄D:學習成效評量 115

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