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研究生: 張東鳳
Tung-Feng Chang
論文名稱: 設計思考整合問題導向學習課程對學習者之高齡者態度、創意自我效能、學習動機之成效
The Effectiveness of Integrated Design Thinking with Problem-Based Learning Courses on Student's Attitudes towards Elderly People, Creative Self-Efficacy, and Learning Motivation
指導教授: 高宜敏
Yi-Ming Kao
口試委員: 鄭海蓮
Hi-Lian Jeng
郭郡羽
Jun-Yu Guo
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: 2023
畢業學年度: 112
語文別: 中文
論文頁數: 120
中文關鍵詞: 設計思考問題導向學習對高齡者態度創意自我效能學習動機
外文關鍵詞: Design Thinking, Problem-Based Learning, Attitudes Towards Elderly People, Creative Self-Efficacy, Learning Motivation
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  • 老化,是我們人生都會經歷的一個階段。隨著全球高齡者人口比例逐年攀高,高齡者及其衍生之相關問題成為全球關注的焦點。有研究指出年齡歧視會對高齡者的身心健康及生活造成負面影響,但已有研究證實透過教育介入可以改善其問題。本研究採前實驗設計,以台北市某大專院校之16名學生為研究對象,設計為期16週之PBL課程,將高齡議題融入課程中,讓學習者運用設計思考嘗試解決高齡者在日常生活中可能會面對的問題,以觀察學習者在課程前後對高齡者之態度與觀感、創意自我效能、學習動機之變化,並輔以質性訪談,了解學習者對設計思考、遊戲化和問題解決過程之看法。研究結果發現,在對高齡者態度方面,其「心理與認知」面向呈現顯著提升,顯示透過課程可以改善學習者對高齡者的心理狀態與理解印象認知;在創意自我效能方面,其整體及「抗衡負面評價信念」面向呈現顯著提升,顯示透過課程可以提升學習者整體創意自我信念程度,以及在製作創意作品時較能抵抗外在負面評價。此外,透過訪談得知:學習者認為本課程有助於改善自身對高齡者之觀感印象;認同運用設計思考有助於進行創意發想、增進對同理心的理解以及提升問題解決能力;以及認為遊戲化可以增添趣味性、提高使用者的使用動機,以及能以有趣的方式解決問題。


    Aging is a stage that everyone experiences in their life. As the proportion of the elderly in the global population continues to rise, issues related to the elderly have become a focus of global attention. Some studies indicate that ageism can have negative impacts on the physical and mental health, as well as the overall life of the elderly. However, there is evidence that intervention through education can better these issues. This research involved 16 students as participants with a pre-experimental design and implemented a 16-week PBL course that integrated issues related to the elderly into the course. This course lets learners apply design thinking to resolve potential challenges faced by the elderly in their daily lives. The study aims to observe changes in learners' attitudes and perceptions towards the elderly, creative self-efficacy, and motivation for learning. Qualitative interviews were conducted to understand learners' perspectives on design thinking, gamification, and the problem-solving process in the course. The study's findings indicate a significant improvement in attitudes toward the elderly, particularly in the "psychological and cognitive" aspect. That is to say, the course effectively improves learners for the elderly related to mental state and understanding of impressions. Moreover, overall creative self-efficacy and resisting negative evaluation beliefs have significant improvement. In other words, after the course, they were better equipped to enhance their creative self-efficacy performance and were more resilient to external negative evaluations when creating their projects. Furthermore, learners think that the course can change their perceptions of the elderly. They acknowledged that design thinking can stimulate creative ideation, enhance empathy, and improve problem-solving skills. Additionally, learners also think that gamification can add interest, enhance user motivation, and provide an enjoyable way to resolve problems.

    第壹章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 7 第三節 研究問題 7 第四節 研究範圍與限制 8 第貳章 文獻探討 9 第一節 高齡社會 9 第二節 設計思考整合問題導向學習 14 第三節 創意自我效能 23 第四節 學習動機 25 第參章 研究方法 28 第一節 研究架構 28 第二節 研究流程 30 第三節 研究對象 36 第四節 研究工具 37 第五節 資料處理與分析 45 第肆章 研究結果與討論 46 第一節 課程對學習者「高齡者態度」之關係變化 46 第二節 設計思考對「創意自我效能」之關係變化 60 第三節 學習者對「設計思考」之看法 63 第四節 課程對學習者「學習動機」之關係變化 71 第五節 各組「遊戲化互動作品」之成果 73 第六節 學習者對「問題解決過程」之看法 84 第伍章 討論與建議 90 第一節 討論 90 第二節 建議 95 參考文獻 98 附錄一 對高齡者態度問卷 109 附錄二 創意自我效能問卷 112 附錄三 學習動機問卷 114 附錄四 正式課後訪談大綱 118

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