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研究生: 邱俐瑜
Li-yu Chiu
論文名稱: 結合情境式數位遊戲之探究學習策略對理財課程學習成效之影響
Inquiry learning combined with a situated educational computer game for improving students' learning performance in financial courses
指導教授: 黃國禎
Gwo-jen Hwang
口試委員: 蔡今中
Chin-chung Tsai
朱蕙君
Hui-chun Chu
伍柏翰
Po-han Wu
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: 2014
畢業學年度: 102
語文別: 中文
論文頁數: 101
中文關鍵詞: 情境式學習數位遊戲式學習探究學習策略學習風格財理課程
外文關鍵詞: Situated learning, Digital game based learning, Inquiry learning, Learning style, Financial course
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  • 探究學習策略能培養學生主動學習的態度,以及高層次思考的能力;然而,有些探究活動不易在真實情境中進行,使得學生不易將課本的知識用於解決真實情境中的問題,理財課程即是典型的例子。電腦及多媒體科技的進步,提供了一個在虛擬環境中讓學生進行探究的機會;尤其是角色扮演遊戲,更能夠讓學生融入問題的情境中,進行體驗興探究。因此,本研究針對國小理財課程,發展情境式角色扮演遊戲,提供學生進行探究學習活動的環境。為了驗證情境式角色扮演遊戲對於學生在學習理財觀念方面的幫助,本研究採用準實驗設計,比較使用「結合情境式數位遊戲之探究學習策略」(實驗組)與「傳統網路探究學習策略」(控制組)的學生,在學習成就、學習動機、自我效能、學習模式滿意度、心流經驗、認知負荷及科技接受度的表現。同時,本研究亦進一步探討「行動型」及「思考型」學習風格的學生,在導入此兩個不同的學習策略下,學習成效有無異同。整體實驗結果顯示,實驗組學習成效較控制組佳,其中學習成就方面,實驗組中「行動型」學生表現較好;在學習動機、學習模式滿意度、心流經驗及科技接受度方面,實驗組較控制組高;在心智負荷方面,實驗組較控制組低;在自我效能、心智努力方面,實驗組與控制組無異。因此,若提供情境讓學生置身於其中,能有效提升其學習表現,另外也應該考慮學生本身的學習風格,兩者完善搭配更能提升學習成效。


    Inquiry learning could enhance students' active learning attitude and higher-order thinking. But for situational content, due to the lack of situation, it's difficult for students to take out to use and solve problems in real life. With a quasi-experiment, the study attempts to applied the system to a financial course. The subjects were assigned to experimental group and control group. Experimental group used inquiry learning combined with a situated educational computer game, and control group used inquiry learning combined with online search engines. In addition, due to the learning style play an important role in learning process, the subjects also been divided into "Active" group and " Reflective" group. The experimental results show that experimental group performed better than control group. The "Active" students in experimental group performed better than others at learning achievement. At learning motivation, learning satisfaction, flow experience and technology acceptance, experimental group is higher than control group. At mental load, experimental group is lower than control group. At self-efficacy and mental efforts, there is no difference between experimental group and control group. Therefore, provided students situated enviromemt to explore can effectively improve their learning performance. In addition, students' learning style should be taken into account, which can better enhance their learning performance.

    第一章 緒論 1 1.1研究背景 1 1.2研究動機 2 1.3研究目的與問題 3 1.4名詞釋義 5 第二章 文獻探討 10 2.1情境式學習(Situated learning) 10 2.2數位遊戲式學習(Digital game based learning) 13 2.3探究學習策略(Inquiry learning) 15 第三章 系統開發 19 3.1系統架構 19 3.2系統功能 19 3.3系統環境 20 3.4遊戲內容 22 3.5遊戲設計 23 第四章 研究設計 33 4.1研究架構 33 4.2研究對象 34 4.3研究課程 34 4.4實驗流程 35 4.5研究工具 36 4.6分析方法 39 第五章 研究結果與分析 41 5.1學習成就 41 5.2學習動機 45 5.3自我效能 48 5.4學習模式滿意度 50 5.5心流經驗 51 5.6認知負荷 53 5.7科技接受度 57 第六章 結論與未來展望 62 6.1 研究結果及討論 62 6.2 研究限制 67 6.3 建議與未來研究 67 參考文獻 68 附  件 75

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