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研究生: 余欣鴻
Sin-Hong Yu
論文名稱: 整合情境學習與認知鷹架之歷史科戰略遊戲式測驗環境之發展與評估:接受度、心流、學習成效與歷程之分析
The Development and Evaluation of a Strategy -Game-Based Assessment Environment with Situated Learning and Cognitive Scaffolding Mechanism: An Analysis of Acceptance, Flow, Learning achievement and Process
指導教授: 侯惠澤
Huei-Tse Hou
口試委員: 吳聲毅
Sheng-Yi Wu
邱國力
Guo-Li Chiou
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: 2015
畢業學年度: 103
語文別: 中文
論文頁數: 92
中文關鍵詞: 遊戲式學習遊戲式測驗歷史教學情境式學習鷹架心流
外文關鍵詞: game-based learning, game-based assessment, history instruction, situated learning, scaffolding, flow
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  • 遊戲式測驗相較於傳統歷史測驗,有助於提升學習者在遊戲中進行知識學習與精熟的動機,而整合擬真的遊戲情境與即時回饋的認知鷹架的遊戲式測驗,可望能讓學習者在鷹架引導與情境探索中更深入的習得知識與學習診斷。目前,較少針對歷史科領域的遊戲式測驗。因此,本研究將發展一款結合歷史戰役情境的3D戰略遊戲測驗系統「靖難之役」©,期能提升學習者對於歷史知識的學習動機與學習成效。除此之外,本研究也對此遊戲進行實徵評估,探究學習者使用此遊戲學習後的心流狀態、科技接受度、學習成效與行為歷程等各個面向的關聯並進行差異分析。本研究之研究對象為66位台灣北部某技術學院多媒體設計系數位學習課程的學生。研究結果顯示,學習者在使用此遊戲進行學習後,其學習成效有著顯著的進步,且對於本遊戲的心流狀態與科技接受度在各個維度上均有達到中位數以上的表現。在差異分析方面,男性在心流前提的子維度可玩性上顯著高於女性,女性則是在認知有用性上顯著高於男性;有戰略遊戲經驗的學習者在心流前提上顯著高於無經驗的學習者;學習成效高分組的學習者在心流整體分數顯著高於學習成效低分組的學習者;主動進行測驗次數高的學習者在心流整體分數、科技接受度整體分數皆顯著高於低次數組的學習者; 在觀看知識線索次數高次數組的學習者在心流整體分數、科技接受度整體分數皆顯著高於低次數組的學習者。另外,本研究也初步分析心流狀態、科技接受度、學習成效與行為歷程各維度間彼此影響的路徑模型,並提出相關的研究與教學實務的建議。


    Compared to traditional history testing, game-based assessment helps promote learners’ motivation for knowledge learning and master learning in a game context. This game-based assessment that integrates simulated game contexts and immediate feedback for cognitive scaffolding is expected to help learners’ knowledge learning and their performance evaluations on the basis of scaffolding guidance and context exploration. Since game-based assessment for history is currently rare, the study aims to develop a 3D strategy video game-based assessment system Jingnan Campaign ©, integrating the contexts of historical battles. The game is expected to promote learners’ learning motivation for history and their learning performance. Moreover, the study conducts an emperical evaluation for this game, exploring the relationship among learners’ flow, technology acceptance, learning performance, and learning behaviors as well as proceeding variance analysis. Participants included 66 students from the digital learning course in the department of multimedia design of one institute of technology in northern Taiwan. The results showed that learners’ learning performance improved at the significant level after they played the game. Learners’ scores of flow and technology acceptance were above the median in all dimensions. In terms of variance analysis, the scores of playability by male learners were significantly higher than that by female learners in the condition of flow, but the scores of perceived usefulness were significantly higher by female learners than by male learners. Learners with strategy video game experience are significantly higher than learners without the experience in the condition of flow antecedent. Learners with higher learning performance had significantly higher scores in flow than learners with low learning performance. Learners with high frequency for active testing had significantly higher scores in flow and technology acceptance than learners with low frequency for active testing. Learners with high frequency for viewing knowledge clues also had significantly higher scores in flow and technology acceptance than learners with low frequency for viewing knowledge clues. In addition, the study had preliminary path analysis for flow, technology acceptance, learning performance, and behavioral pattern, aiming to explore how different dimensions affect each other and to provide research and pedagogical implications.

    摘要 II ABSTRACT III 目錄 V 圖次 VII 表次 VIII 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 第二節 數位遊戲輔助歷史學習 12 第三節 情境學習理論 14 第四節 鷹架理論 16 第五節 小結 18 第参章 研究方法 19 第一節 準實驗設計 19 第二節 研究對象 19 第三節 研究工具 19 第四節 研究程序 39 第五節 資料蒐集與分析 39 第肆章 研究結果 41 第一節 大學生對遊戲式測驗「靖難之役」之學習成效、科技接受度與心流程度 41 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的差異 43 第三節 學習者是否有遊玩過戰略遊戲的經驗在學習成效、科技接受度與心流狀態的差異 44 第四節 高、低學習成果組的學習者在學習成效、科技接受度與心流狀態的差異 46 第五節 高、低主動叫陣次數組的學習者在學習成效、科技接受度與心流狀態的差異 47 第六節 觀看情報時間高、低次數組的學習者在學習成效、科技接受度與心流狀態的差異 49 第七節 相關與路徑分析 51 第伍章 討論 58 第一節 學習者對於「靖難之役」©遊戲之心流狀態、科技接受度、學習成效 58 第二節 不同性別的學習者在心流狀態、科技接受度、學習成效之差異 59 第三節 有無戰略遊戲經驗的學習者在心流狀態、科技接受度、學習成效之差異 59 第四節 學習成效高低分組的學習者在心流狀態、科技接受度、學習成效之差異 60 第五節 主動叫陣次數高低分組的學習者在心流狀態、科技接受度、學習成效之差異 60 第六節 觀看情報時間高低分組的學習者在心流狀態、科技接受度、學習成效之差異? 61 第七節 學習者在此遊戲中的心流狀態、科技接受度、學習成效、主動叫陣次數、觀看情報時間以及答題狀況各個要素間之關聯與路徑 61 第陸章 結論與建議 63 第一節 結論 63 第二節 建議 65 參考文獻 67 附錄一:背景資料問卷 74 附錄二:遊戲經驗問卷 75 附錄三:學習成效評量 76 附錄四:科技接受度評量 78 附錄五:心流評量 79

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    Zurita, G., Baloian, N., & Frez, J. (2014). Using the cloud to develop applications supporting geo-collaborative situated learning. Future Generation Computer Systems, 34, 124-137.

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