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研究生: 許涵雅
Han-ya Hsu
論文名稱: 結合問題解決與情境故事的角色扮演歷史教學遊戲的發展與評估:玩家接受度、心流、學習成效以及地方感之分析
Development and Evaluation of an Instructional Role-playing Game for History Instruction that Integrates Situated Scenarios and Problem-solving Tasks: an Analysis of Acceptance, Flow, Learning Achievement, and Sense of Place
指導教授: 侯惠澤
Huei-tse Hou
口試委員: 許衷源
Chung-yuan Hsu
陳素芬
Su-fen Chen
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: 2014
畢業學年度: 102
語文別: 中文
論文頁數: 89
中文關鍵詞: 遊戲式學習歷史教學角色扮演心流地方感
外文關鍵詞: game-based learning, history instruction, role play, flow, sense of place
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  • 鑒於教育科技領域研究的創新發展,數位化遊戲式學習的相關研究與系統開發也日益受到重視。而藉由問題解決教學策略、情境式學習教學情境與遊戲元素的相互結合,對於提升學生於歷史人文學科的學習動機應有所助益。本研究發展一結合角色扮演故事、真實地理位置情境與問題解決策略之歷史科教學遊戲「大稻埕之戀」,欲促進學習者對於台北市大稻埕的歷史知識以及地理環境上的學習。本研究也對本遊戲進行實徵評估,進行了前後測以了解其學習成效是否進步,並探究學習者透過此遊戲之科技接受度(認知有用性和認知易用性)與心流狀態(心流前提和心流經驗),以及各個維度之間的關聯。此外,也探討不同性別,有無前往過大稻埕,以及遊戲中回顧遊戲進程訊息的反思次數多寡的學習者,在學習成效、心流狀態以及科技接受度上的差異。在遊戲後,並透過根據地方感理論設計之開放性問卷來了解他們在遊戲後的對於大稻埕該處的地方感是否有正向影響。
    本研究之參與者為台灣某北部大學以及某技術學院多媒體相關科技系之學生共115名。研究結果發現學習者運用本遊戲後,在學習成效上有顯著的進步。此外,學習者對於本遊戲均達到中位數以上程度之心流狀態與科技接受度,並發現心流狀態與科技接受度呈正相關。而在差異分析方面,男生在心流前提的感知上顯著高於女生,而訊息回顧次數較少的學習者在心流前提的感知上顯著高於回顧次數較多者,而性別與回顧多寡在其他心流維度與科技接受度、學習成效方面則均無顯著差異。有無前往過大稻埕在學習成效、科技接受度與心流狀態上也無發現顯著差異。表示此遊戲應可適用於不同性別與背景的學生使用。另外,本研究也初步發現科技接受度與心流狀態各維度間存在彼此影響的路徑模型,並討論學習者運用本遊戲後對大稻埕的地方感的正向影響。


    With the development of educational technology, research and design of game-based learning has been emphasized. It should be helpful in promoting students’ motivation in history or arts and humanities learning when we combine problem-solving teaching strategies, situated learning, and game technologies. This study developed an educational game, “Romance at Dadaocheng”, that combined role-play, situated learning, and problem-solving strategies to promote students’ learning of history and geography of Dadaocheng. The study also evaluated the game by analyzing students’ learning achievement in the pretest and posttest. On the other hand, we explored learners’ technology acceptance and flow through this game as well as their correlation. We also explored the differences of the learning achievement, acceptance and flow with many variables, including students’ gender, whether they have been to Dadaocheng, and the times they reflected on the progress of the game. After the game, a survey based on the sense of place theory was conducted to explore learners’ views.
    Participants of this study included 115 college students from two multi-media technology departments in Taiwan. The results showed that participants had better learning achievement after using this game. Besides, their flow and technology acceptance scores were above the median and a positive correlation was found between them. Moreover, males had higher degree of perception in flow antecedents than females, and learners with fewer progress reflection times also had higher degree of perception in flow than learners with more progress reflection times. No significant difference was found for genders and progress reflection times in other flow factors, technology acceptance, and learning achievement. No significant difference was found for whether learners have been to Dadaocheng in learning achievement, technology acceptance, and flow. In addition, the study found the path model of technology acceptance and flow factors and we also discussed learners’ positive sense of place after they used the game.

    摘要 I Abstract II 誌謝 IV 目錄 V 圖次 VIII 表次 IX 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 遊戲式學習 7 一、 遊戲式學習的特性 7 二、 數位遊戲式學習的相關研究 9 第二節 電腦輔助歷史學習 10 第三節 運用在遊戲的教學理論 12 一、 情境式學習 12 二、 問題解決教學策略 14 三、 角色扮演教學 16 四、 錨式教學法 18 第三節 科技接受度 19 第四節 心流狀態 20 第五節 小結 21 第参章 研究方法 23 第一節 研究設計 23 第二節 研究對象 23 第三節 研究工具 23 一、 遊戲系統 24 二、 學習成效評量(前後測) 38 三、 科技接受度評量 40 四、 心流評量 41 五、 地方感評量 43 第四節 研究程序 44 第五節 資料蒐集與分析 45 第肆章 研究結果 46 第一節 學習者對於此遊戲之心流狀態、科技接受度以及其學習成效為何? 46 一、 心流狀態 46 二、 科技接受度 47 三、 學習成效 49 第二節 不同性別的學習者在心流狀態、科技接受度與學習成效上的差異 50 第三節 有無前往過大稻埕的學習者在心流狀態、科技接受度與學習成效的差異 52 第四節 回顧次數多寡的學習者在科技接受度、心流狀態、與學習成效的差異 55 一、 回顧次數對於科技接受度與心流狀態的差異 56 二、 回顧次數對於學習成效的差異 58 第五節 心流狀態與科技接受度要素間之關聯與路徑分析 59 一、 相關分析 59 二、 路徑分析 60 第六節 大學生對於「大稻埕之戀」遊戲的地方感分析 62 第伍章 討論 65 第一節 學習者對於此遊戲之心流狀態、科技接受度以及其學習成效為何? 65 第二節 不同性別學習者在心流狀態與科技接受度及學習成效是否有顯著差異? 67 第三節 有無前往過大稻埕的學習者在心流狀態與科技接受度以及學習成效上是否有顯著差異? 69 第四節 訊息回顧次數多寡的學習者在心流狀態與科技接受度以及學習成效是否有顯著的差異? 70 第五節 學習者在此遊戲中的心流狀態、科技接受度要素間之關聯為何? 70 第六節 學習者在遊戲後,對於大稻埕的地方感為何? 72 第陸章 結論與建議 73 第一節 結論 73 第二節 建議 75 一、 遊戲系統發展方面: 75 二、 教學實務運用方面: 76 三、 未來研究上的建議: 76 參考文獻 78 附錄一:學習成效評量 84 附錄二:科技接受度評量 86 附錄三:心流評量 87 附錄四:地方感評量 89

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