簡易檢索 / 詳目顯示

研究生: 陳逸捷
Yi-Chieh Chen
論文名稱: 探究角色扮演遊戲對國中資源班與普通班學生國文學習之影響
Investigating and Comparing the Effects of a Role-play Game on Chinese Learning between Middle School Students with Special Needs and from Regular Classes
指導教授: 翁楊絲茜
Sz-Chien Wengyang
口試委員: 梁至中
Jyh-Chong Liang
陳秀玲
Hsiu-Ling Chen
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: 118
中文關鍵詞: 角色扮演遊戲資源班國文學習學習概念學習方法自我效能
外文關鍵詞: Role-Play Games, Students with special needs, Chinese learning, Conceptions of Learning, Approaches of Learning, and Learning Self-efficacy
相關次數: 點閱:1218下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究主要目的為探究角色扮演遊戲對台灣國中資源班與普通班學生國文學習與其國文成績的影響。本研究採方便取樣,自學校抽取資源班與普通班學生,共72位學生參與研究。本研究主要包含兩項目標,其一為角色扮演遊戲能否提升資源班與普通班學生之國文成績,其二為了解角色扮演遊戲對於資源班與普通班學生之國文學習概念、方法和自我效能之影響。受試學生分成兩組:資源班學生作為實驗組有34位,普通班學生作為控制組有38位,皆使用角色扮演遊戲進行實驗活動,研究結果顯示:(一)使用角色扮演遊戲可提升普通班學生之國文學習成績;無法提升資源班學生之國文學習成績。(二)角色扮演遊戲使資源班學生提升國文學習概念之考試、理解、增加知識、閱讀與寫作;無法提升普通班學生之國文學習概念。(三)角色扮演遊戲使資源班學生提升國文學習方法之深層與淺層策略;無法提升普通班學生之國文學習方法。(四)角色扮演遊戲可提升資源班及普通班學生之國文自我效能。(五)資源班與普通班在學習成績後測上有顯著差異,且普通班顯著優於資源班。(六)資源班與普通班在學習概念的考試後測上有顯著差異,且資源班顯著優於普通班。(七)資源班與普通班在學習方法的表層策略後測上有顯著差異,且資源班顯著優於普通班。(八)資源班與普通班在自我效能後測上沒有顯著差異。(九)透過質性問卷分析,使用角色扮演遊戲能提升學生對國文學習的正面評價。
    本研究提出之角色扮演遊戲整合了數位科技與國文學科教材,可供教師進行教學時使用,研究結果與建議亦可作為教育研究者後續研究之參考。


    This study aims to investigate and compare the effects of a role-play game (RPG) on Chinese learning and learning performance between middle school students with special needs and from regular classes. The convenience sampling was used for this study. The participants were seventy-two middle school students, and they were divided into two groups. The experimental group included thirty-four students with special needs, and the control group included thirty-eight students from regular classes. Both groups use the same specially developed RPG in the experiments. Two main objectives of this study were: (a) To investigate whether the role-play game can increase Chinese learning performance. (b) To investigate the effects of the RPG on students’ conceptions of learning, learning approaches, and academic self-efficacy. The main findings were as follows: (1) RPG could improve the Chinese learning performance of the students from regular classes, but RPG did not improve the Chinese learning performance of the students with special needs. (2) For the students with special needs, RPG enhanced their Chinese conceptions of learning (Learning is testing, understanding, knowledge increasing, and reading and writing). However, RPG did not enhance students’ Chinese conceptions of learning for those from regular classes. (3) For the students with special needs, RPG increased the usage of Chinese learning approaches, including surface strategy and deep strategy. However, RPG had no benefit on learning approaches for the students from regular classes. (4) RPG improved students’ learning self-efficacy from both groups. (5) There was a significant difference on learning performance between students with special needs and from regular classes. The students from regular classes were better than the students with special needs. (6) There was a significant difference found for the posttest scores on testing (as a type of learning concept) and the students with special needs were better than the students from regular classes. (7) There was a significant difference found for the posttest scores of surface strategy used for the two groups, and the students with special needs were better than the students from regular classes. (8) There was no significant difference found for the posttest scores of students’ academic self-efficacy between the two groups. (9) From the analysis of the qualitative questionnaires, both groups showed positive feedbacks towards learning Chinese via RPG. Finally, it is believed that the specially developed RPG for Chinese learning in this study could be a great teaching aid for the teachers. Based on the findings, this study also provided with some suggestions and recommendations for school administrations and future researches.

    目錄 中文摘要……………………………………………………………………………....I ABSTRACT………………………………………………………………………......II 目錄……………………………………………………………………………….….III 圖目錄………………………………………………………………………………...V 表目錄………………………………………………………………………………..VI 第一章緒論…………………………………………………………………………1 第一節研究背景與動機………………………………………………………..1 第二節研究目的………………………………………………………………..5 第三節研究問題………………………………………………………………..6 第四節研究之重要性…………………………………………………………..7 第五節名詞釋義………………………………………………………………10 1.資源班…………………………………………………………………10 2.資源班學生…………………………………………………………....10 3.普通班學生…………………………………………………………....10 4.角色扮演遊戲………………………………………………………....10 5.學習成績………………………………………………………………11 6.學習概念………………………………………………………………11 7.學習方法………………………………………………………………11 8.自我效能………………………………………………………………11 第六節 研究範圍與限制…………………………………………………..…..12 第二章文獻探討…………………………………………………………………..13 第一節資源班學生與相關研究………………………………………………13 第二節資源班學生國文學習問題……………………………………………17 第三節電腦角色扮演遊戲與相關研究………………………………………23 第四節學習成效與相關研究…………………………………………………27 第三章研究方法………………………..…………………………………..……30 第一節研究架構與研究變項………………..………………………..……..31 第二節研究假設………………………………………………………..……33 第三節研究流程………………………………..………………………..…..34 第四節研究對象與實施方式………………………………………………..39 第五節研究工具……………………………………………………………..40 第六節資料處理方式………………………………………………………..50 第四章研究結果…………………………………………………………………51 第一節 角色扮演遊戲與國文成績之分析…………………………………..52 第二節 角色扮演遊戲與學習概念之分析…………………………………..54 第三節 角色扮演遊戲與學習方法之分析…………………………………..57 第四節 角色扮演遊戲與自我效能之分析…………………………………..60 第五節 國文實用性分析……………………………………………………..62 第五章結論與建議………………………………………………………………71 參考文獻……………………………………………………………………………82 附錄一 角色扮演遊戲內容………………………………………………………..92 附錄二 國文學習概念、學習方法與自我效能量表…………………………….102 附錄三 國文學習之調查前測測驗卷…………………………………………….108 附錄四 國文學習之調查後測測驗卷………………………………………….…111 附錄五 角色扮演遊戲之學生活動說明………………………………………….114 附錄六 角色扮演遊戲之教師活動指導語……………………………………….116 附錄七 施測同意書……………………………………………………………….118

    中文部分
    王文科(主編) (2005)。特殊教育導論第三版。台北:心理。
    王天苗, & 黃俊榮(2011)。國內身心障礙教育概況之指標項目分析。Journal of Educational Practice and Research, 24(1), 107-134。
    王雅欣(2011)。探討國中一年級閱讀理解困難學生於聲韻覺識、字形處理、及詞素覺識之研究。國立臺中教育大學特殊教育學系碩士論文。台中市。
    王瓊珠(1992)。國小六年級閱讀障礙兒童與普通兒童閱讀認知能力之比較研究。國立臺灣師範大學特殊教育學系碩士論文。台北市。
    王瓊珠(2012)。台灣中文字詞教學研究之文獻回顧與展望。教育心理學報, 44(2), 253-272。
    王瓊珠、洪儷瑜、陳秀芬(2007)。低識字能力學生識字量發展之研究-馬太效應之可能表現。特殊教育研究學刊, 32(3), 1-16。
    方紫薇(2010)。網路沉迷、因應、孤寂感與網路社會支持之關係。國立臺灣師範大學教育心理與輔導學系。教育心理學報, 41(4), 773-798。
    朱經明(1995)。閱讀障礙與電腦輔助教學。特殊教育與復健學報, 4, 153-161。
    呂美娟,施青豐,李玉錦 (譯)(2002)。特殊教育課程與教學(原作者:Bigge, J. L., Stump, C. S. & Spagna, M. E.)。台北市:學富。(原著出版年:1999)
    呂偉白(1996)。認識學習障礙。台北:林堉其先生紀念基金會。
    吳幼吾(1985)。違反迴歸斜率同質性之假定對共變數分析強韌度之影響。教育學刊, 6, 321-337。
    吳芳香(1998)。國小二年級優讀者與弱讀者閱讀策略使用與覺識之研究。國立高雄師範大學特殊教育學系碩士論文。高雄市。
    宋曜廷, 張國恩, & 侯惠澤(2005)。資訊科技融入教學:借鏡美國經驗,反思臺灣發展。Bulletin of Educational Research, 51(1), 31-62。
    邱皓政(2010)。量化研究與統計分析第五版。台北:五南。
    杜炳倫 (譯)(2012)。解讀統計與研究(原作者:Schuyler W. Huck)。台北市:心理。
    身心障礙及資賦優異學生鑑定辦法(民國102年9月2日)。取自http://law.moj.gov.tw/LawClass/LawAll.aspx?PCode=H0080065
    林生傳(1994)。教育心理學。台北:五南。
    林宜真(1998)。閱讀障礙學生與普通學生閱讀理解方式之比較研究。國立彰化師範大學特殊教育學系碩士論文。彰化縣。
    林欣誼(2015)。角色扮演遊戲對資源班學生數學學習成效、學習態度與學習動機之影響。國立臺灣科技大學數位學習與教育研究所碩士論文。台北市。
    林素貞(1998)。相似字與非相似字呈現方式對國小一年級國語科低成就學生生字學習效果之比較。台南師院特殊教育與復健學報, 6,261-277。
    林寶貴(2009)。特殊教育理論與實務。台北:心理。
    孟瑛如(1999)。資源教室方案。台北:五南。
    孟瑛如(2006)。資源教室方案-班級經營與補救教學(二版)。台北:五南。
    孟瑛如(2014)。學習障礙與補救教學:教師及家長實用手冊。台北:五南。
    洪儷瑜(1998)。特殊需求學生轉介表100R使用說明。
    洪儷瑜, 陳淑麗, 王瓊珠, 方金雅, 張郁雯, 陳美芳, & 柯華葳(2009)。閱讀障礙篩選流程的檢驗─篩選或教師轉介之比較。特殊教育研究學刊, 34(1), 1-22。
    侯嘉裕(2015)。大型多人線上角色扮演遊戲應用於國小英語課程對提升學習成效之影響─以紐約說話島軟體為例。國立高雄師範大學資訊教育研究所碩士論文。高雄市。
    陳志鴻(2015)。實境合作角色扮演遊戲對學習成效及行為之影響。國立臺灣科技大學應用科技研究所碩士論文。台北市。
    陳佳賓(2005)。學習的全方位設計對輕度智能障礙兒童國語科學習成效之研究。國立臺北教育大學特殊教育學系碩士班學位論文。台北市。
    陳彙芳, & 范懿文(2000)。認知負荷對多媒體電腦輔助學習成效之影響研究。資訊管理研究,國立中央大學, 2(2), 45-60。
    陳靜子(1996)。國語低成就學童之生字學習: 部首歸類與聲旁歸類教學效果之比較。未出版碩士論文。國立彰化師範大學。
    郭聿惠(2010)。數位遊戲式學習對高職資訊科學習成就與動機之影響-以角色扮演遊戲為例。國立臺北科技大學技術及職業教育研究所碩士論文。台北市。
    翁韻婷(2011)。角色扮演遊戲融入 5E 學習環對國中化學式相關概念學習之影響。臺灣師範大學資訊教育學系學位論文, 1-129。
    孫淑柔, & 王天苗(2000)。國民教育階段身心障礙學生學習成果評鑑之研究。特殊教育研究學刊, 19, 215-234。
    高級中等以下學校特殊教育班班級及專責單位設置與人員進用辦法(民國103年4月10日)。取自http://edu.law.moe.gov.tw/LawContentDetails.aspx?id=GL000702&KeyWordHL
    莊妙芬(1997)。智能障礙兒童與自閉兒童口語表達能力之比較研究。特殊教育與復健學報, (5), 1-35。
    張世慧(2006)。學習障礙導論。台北:五南。
    張新仁(2001)。實施補救教學之課程與教學設計。教育學刊, 17, 85-106。
    國立中央大學學習與教學研究所(2007):PIRLS 2006國際報告。取自http://lrn.ncu.edu.tw/pirls/PIRLS%202006%20Report.html
    國民小學及國民中學常態編班及分組學習準則(民國 98 年 07 月 14 日)。取自http://law.moj.gov.tw/LawClass/LawAllIf.aspx?PCode=H0070026
    國民教育法(民國 105 年 06 月 01 日)。取自
    http://law.moj.gov.tw/LawClass/LawAllIf.aspx?PCode=H0070001
    教育部特殊兒童普查執行小組主編(1993):中華民國第二次特殊兒童普查報告。台北:教育部教育研究委員會編印。
    教育部編印(2008)。教育部中小學資訊教育白皮書。取自http://ws.moe.edu.tw/001/Upload/userfiles/%E6%95%99%E8%82%B2%E9%83%A8%E4%B8%AD%E5%B0%8F%E5%AD%B8%E8%B3%87%E8%A8%8A%E6%95%99%E8%82%B2%E7%99%BD%E7%9A%AE%E6%9B%B82008-2011.PDF
    教育部特殊教育工作小組編印(2013):中華民國特殊教育統計年報。台北:編者。
    教育部統計處(2013)。性別統計指標彙總性資料。取自http://www.edu.tw/pages/detail.aspx?Node=4077&Page=20272&Index=3&WID=31d75a44-efff-4c44-a075-15a9eb7aecdf
    教育部資訊及科技教育司(2015)。105年資訊教育推動細部計畫-國中小行動學習推動計畫。取自http://mlearning.ntue.edu.tw/about.html
    黃秀霜(1997)。不同教學方式對學習障礙兒童國字學習效率之研究。國科會專題研究 NSC, 86-241。
    黃富順(1994)。我國失學國民脫盲識字標準及脫盲識字字彙之研究。國立台灣師範大學成人教育研究中心專題研究報告。台北:教育部。
    游光昭, 蕭顯勝, & 蔡福興(2006)。運用線上角色扮演遊戲支援網路學習的研究。資訊科學應用期刊卷期, 2, 1-119。
    鈕文英(2008)。擁抱個別差異的新典範─融合教育。臺北市:心理。
    溫淑雯, 曾淑賢, & 袁媛(2013)。應用建構取向教學教導輕度智能障礙國中生等
    差數列之成效。特殊教育與復健學報, 28, 17-41。
    盧台華(2008)。高級中等以下學校特殊教育課程發展共同原則及課程綱要總綱。臺北市:教育部。
    薛慶榕(2015)。結合情境式問題導向策略之數位遊戲對英文聽力學習成效之影響。國立臺灣科技大學數位學習與教育研究所碩士論文。台北市。
    顏正文(2015)。角色扮演遊戲獎勵機制對英語節慶類字詞學習影響之研究—以新北市某國小四年級生為例。世新大學資訊傳播學研究所碩士論文。台北市。
    蘇宜芬(2004)。閱讀理解影響因素及其在教學上的意義。教師天地, 129, 21-28。

    西文部分
    Ahearn, E. A. (2003). Specific learning disability: Current approaches to identification and proposals for change. Alexandria, VA: National Association of State Directors of Special Education (NASDSE), Project Forum.
    Backer, J. A. (1999). Multi-User Domain Object Oriented (MOO) as a High School Procedure for Foreign Language Acquisition.
    Bandura, A. (1984). Recycling misconceptions of perceived self-efficacy.Cognitive therapy and research, 8(3), 231-255.
    Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Prentice-Hall, Inc.
    Bandura, A. (1994). Self‐efficacy. John Wiley & Sons, Inc..
    Bandura, A. (1997). Self-efficacy: The exercise of self-control.
    Bandura, A., Barbaranelli, C., Caprara, G. V., & Pastorelli, C. (1996). Multifaceted
    impact of self-efficacy beliefs on academic functioning. Child development, 1206-1222.
    Bender, T. (2005). Role playing in online education: A teaching tool to enhance student engagement and sustained learning. Innovate: Journal of Online Education, 1(4), 5.
    Biggs, J. B. (1987a). Student Approaches to Learning and Studying. Research Monograph. Australian Council for Educational Research Ltd., Radford House, Frederick St., Hawthorn 3122, Australia.
    Biggs, J. B. (1987b). Study Process Questionnaire Manual. Student Approaches to Learning and Studying. Australian Council for Educational Research Ltd., Radford House, Frederick St., Hawthorn 3122, Australia..
    Biggs, J. (1994). Approaches to learning: Nature and measurement of. The international encyclopedia of education, 1, 319-322.
    Biggs, J., Kember, D., & Leung, D. Y. (2001). The revised two‐factor study process questionnaire: R‐SPQ‐2F. British journal of educational psychology,71(1), 133-149.
    Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-41.
    Bryant, D. P., & Bryant, B. R. (2011). Assistive technology for people with disabilities: Pearson Higher Ed.
    Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
    Cagiltay, N. E. (2007). Teaching software engineering by means of computer‐game development: Challenges and opportunities. British Journal of Educational Technology, 38(3), 405-415.
    Chin, C., & Brown, D. E. (2000). Learning in science: A comparison of deep and surface approaches. Journal of research in science teaching, 37(2), 109-138.
    Chiou, G. L., Liang, J. C., & Tsai, C. C. (2012). Undergraduate students’ conceptions of and approaches to learning in biology: A study of their structural models and gender differences. International Journal of Science Education,34(2), 167-195.
    Crawford, K., Gordon, S., Nicholas, J., & Prosser, M. (1998). Qualitatively different experiences of learning mathematics at university. Learning and Instruction, 8(5), 455-468.
    Dickey, M. D. (2011). Murder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment. British Journal of Educational Technology, 42(3), 456-469.
    Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.
    Gerber, S., & Scott, L. (2011). Gamers and gaming context: Relationships to critical thinking. British Journal of Educational Technology, 42(5), 842-849.
    Graner, P. S., Faggella-Luby, M. N., & Fritschmann, N. S. (2005). An overview of responsiveness to intervention what practitioners ought to know. Top Lang Disorders, 25(2), 93-105.
    Günther, J. (2007). Digital natives & digital immigrants: Studienverlag Innsbruck.
    Heward, W. L. (1996). Exceptional children: An introduction to special education.
    Hudson, J. M., & Bruckman, A. S. (2002). IRC Francais: The creation of an Internet-based SLA community. Computer Assisted Language Learning, 15(2), 109-134.
    Keller, J. M. (1983). Motivational design of instruction. In C. M. Reigeluth (Ed.), Instructional-design theories and models: an overview of their current status (pp. 386-434). Hillsdale, NJ : Lawrence Erlbaum Associates.
    Kember, D., Biggs, J., & Leung, D. Y. (2004). Examining the multidimensionality of approaches to learning through the development of a revised version of the Learning Process Questionnaire. British Journal of Educational Psychology, 74(2), 261-279.
    Kuder, S. J. (2003). Teaching students with language and communication disabilities. Allyn & Bacon, 75 Arlington Street, Suite 300, Boston, MA 02116.
    Kolikant, Y. B.-D. (2010). Digital natives, better learners? Students’ beliefs about how the Internet influenced their ability to learn. Computers in Human Behavior, 26(6), 1384-1391. doi:http://dx.doi.org/10.1016/j.chb.2010.04.012
    Koster, R. (2013). Theory of fun for game design: " O'Reilly Media, Inc.".
    Learner, J. (2003). Learning disabilities: Theories, diagnosis, and teaching
    strategies. Boston, MA: Houghton Mifflin Company.
    Lee, M. H., Johanson, R. E., & Tsai, C. C. (2008). Exploring Taiwanese high school students' conceptions of and approaches to learning science through a structural equation modeling analysis. Science Education, 92(2), 191-220.
    Liang, J. C., & Tsai, C. C. (2010). Relational analysis of college science‐major students’ epistemological beliefs toward science and conceptions of learning science. International Journal of Science Education, 32(17), 2273-2289.
    Liu, T.-Y., & Chu, Y.-L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55(2), 630-643.
    Lucent Technologies(1999). Reinvesting today'sclassrooms with wireless technology. Bell Labs Innovations. www.wavelan.com/educational
    Marton, F., & Säljö, R. (1976). On qualitative differences in learning: I—Outcome and process*. British journal of educational psychology, 46(1), 4-11.
    OECD. (2006). PISA Are Students Ready for a Technology-Rich World? What PISA Studies Tell Us: What PISA Studies Tell Us: OECD Publishing.
    Owen, S. V., & Froman, R. D. (1988). Development of a College Academic Self-Efficacy Scale.
    Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
    Payne, J. S., & Whitney, P. J. (2002). Developing L2 oral proficiency through synchronous CMC: Output, working memory, and interlanguage development. Calico Journal, 7-32.
    Rankin, Y., Gold, R., & Gooch, B. (2006). 3D role-playing games as language learning tools. Paper presented at the Proceedings of EuroGraphics.
    Raskind, M. H., & Higgins, E. L. (1998). Assistive technology for postsecondary students with learning disabilities an overview. Journal of Learning Disabilities, 31(1), 27-40.
    Rivera, D. P., & Smith, D. D. (1997). Teaching students with learning and behavior problems: Allyn and Bacon.
    Tiegerman, E. (1993). Autism: Learning to communicate. Language and communication disorders in children, 3rd ed. New York: Macmillan Publishing Company.
    Tsai, C. C. (2004). Conceptions of learning science among high school students in Taiwan: A phenomenographic analysis. International Journal of Science Education, 26(14), 1733-1750.
    Säljö, R. (1979). Learning in the Learner's Perspective. I. Some Common-Sense Conceptions. ERIC Clearinghouse.
    van den Broek, P., & Kremer, K. E. (2000). The mind in action: What it means to
    comprehend during reading. In B. M. Taylor, M. F. Graves, & P. van den Broek (Eds.) Reading for meaning: Fostering comprehension in the middle grades (pp.1-31). Newark, DE: International Reading Association.
    Zheng, C., Liang, J. C., Yang, Y. F., & Tsai, C. C. (2016). The relationship between Chinese university students' conceptions of language learning and their online self-regulation. System, 57, 66-78.

    無法下載圖示 全文公開日期 2021/07/23 (校內網路)
    全文公開日期 本全文未授權公開 (校外網路)
    全文公開日期 本全文未授權公開 (國家圖書館:臺灣博碩士論文系統)
    QR CODE