研究生: |
葉玉婷 Yu-Ting Yeh |
---|---|
論文名稱: |
遊戲式學習自我解釋鷹架對視覺注意力與學習成效之影響 The Impacts of Self-Explanation Scaffolding on Visual Attention and Learning Achievement in Game-Based Learning |
指導教授: |
蔡孟蓉
Meng-Jung Tsai |
口試委員: |
邱國力
Guo-Li Chiou 許衷源 Chung-Yuan Hsu |
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: | 2017 |
畢業學年度: | 105 |
語文別: | 中文 |
論文頁數: | 89 |
中文關鍵詞: | 數位遊戲式學習 、自我解釋鷹架 、視覺注意力 、學習成效 |
外文關鍵詞: | digital game-based learning, self-explanation scaffolding, visual attention, learning achievement |
相關次數: | 點閱:465 下載:2 |
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 |
本研究旨在探討遊戲式學習中,自我解釋鷹架設計對於學生的視覺注意力分佈情形、視覺注意力轉移模式以及學生的遊戲式學習成效之影響。為瞭解有無自我解釋鷹架設計對於學生在視覺注意力分佈情形、視覺注意力轉移模式以及遊戲式學習成效中是否有顯著影響。本研究以便利取樣方式選取臺灣北部地區大專院校之20歲以上在學中的大學生及研究生共30名,進行光與影子的電腦遊戲實驗,並將學生隨機分派至有鷹架設計組及無鷹架設計組。本研究利用無母數分析、序列分析以及斯皮爾曼相關分析進行資料處理。研究結果發現有鷹架設計組學生可能因為得到鷹架輔助,似乎比較能夠掌握注意力的分配並連結重要的關鍵區塊,而注意鷹架訊息越多的學生,在遊戲任務中似乎能得到較佳的任務分數。本研究結果建議未來能夠結合不同的自我解釋鷹架設計、提供更多的遊戲提示,來進行更深入的研究,並提供相關研究人員數位遊戲式學習設計與研究建議。
This study aims to explore the instructional effects of self-explanation scaffolding on student’s visual attention distribution, visual attention transfer and their learning achievements in game-based learning environment through an eye-tracking experiment. Thirty university students participated in a digital game task which applied light and shadow concepts to solve problems. Participants were randomly assigned to either a self-explanation scaffolding group or a non-self-explanation scaffolding group. The study uses Mann-Whitney U analyses, lag sequence analyses and Spearman correlation analyses to examine the eye-tracking data in this study. The results revealed that students in the self-explanation scaffolding group seemed to be able to pay more attention on the key areas of information and control better on the transfers among areas. In addition, students seemed to be able to get higher scores in the game when paid more attention on the scaffoldings. Base on the above results, this study suggests future studies can further explore different types of self-explanation scaffoldings for game-based learning in order to provide more suggestions for game designers and educators.
蘇惠玉(2007)。以問題解決導向數位學習遊戲探究國小學生認知能力(未出版之碩士論文)。淡江大學,新北市。
Anderson, J. L., & Barnett, M. (2013). Learning physics with digital game simulations in middle school science. Journal of Science Education and Technology, 22(6), 914–926.
Anderson, J. R.(2010). Cognitive psychology and its implications. New York:Worth Publishers.
Annetta, L., Minogue, J., Holmes, S., & Cheng, M. (2009).Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers & Education, 53, 74-85.
Belland, B. R., Walker, A. E., Kim, N. J., & Lefler, M. (2017). Synthesizing results from empirical research on computer-based scaffolding in STEM education: A meta-analysis. Review of Educational Research, 87(2), 309-344.
Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education, 70, 65-79.
Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
Carbone, L., Bond, C., Brown, D., Bruckner, F., Grover, K., Lodhia, D., … & Vecchio, A. (2012). Computer-games for gravitational wave science outreach: Black Hole Pong and Space Time Quest. Journal of Physics Conference Series, 363(1), 1-7.
Cheng, M. T., She, H. C., & Annetta, L. A. (2015). Game immersion experience: Its
hierarchical structure and impact on game-based learning. Journal of Computer
Assisted Learning, 31(3), 232-253.
Cheng, M. T., Su, T., Huang, W. Y., & Chen, J. H. (2014). An educational game for learning human immunology: what do students learn and how do they perceive? British Journal of Educational Technology, 45(5), 820–833.
Chi, M. T., Bassok, M., Lewis, M. W., Reimann, P., & Glaser, R. (1989). Self‐explanations: How students study and use examples in learning to solve problems. Cognitive science, 13(2), 145-182.
Choi, Y., & Hong, S. H. (2015). Effects of STEAM Lessons Using Scratch Programming Regarding Small Organisms in Elementary Science-Gifted Education. Journal of Korean Elementary Science Education, 34(2), 194-209.
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.
Eastwood, J. L., & Sadler, T. D. (2013). Teachers’ implementation of a game-based biotechnology curriculum. Computers and Education, 66, 11-24.
Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game base learning in higher education: An example from civil engineering. Computers & Education, 49(3), 873-890. doi: 10.1016/j.compedu.2005.11.026
Garris, R., Ahlers, R., & Deiskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation and Gaming, 33(4), 441-467.
Hatano, G. (1993). Time to Merge Vygotskian and Constructivist Conceptions of Knowledge Acquisition. In Contexts for learning, eds. E. A. Forman, N. Minick, & C. A. Stone. New York.
Hogan, K. & Pressley, M. (1997). Scaffolding student learning: Instructional approaches and issues. Cambridge, MA: Brookline Books, Inc.
Hou, H.T. (2015). Integrating cluster and sequential analysis to explore learners' flow and behavioral patterns in a simulation game with situated-learning context for science courses: a video-based process exploration. Computers in Human Behavior, 48, 424-435.
Hsu, C.-Y., Tsai, C.-C., & Wang, H.-Y. (2012). Facilitating third graders’ acquisition of scientific concepts through digital game-based learning: The effects of self-explanation principles. The Asia-Pacific Education Researcher, 21(1), 71-82.
Huang, L. J., Chou, Y. S., & Tsai, M.-J(2012). Instructional effects on students’ visual attention in game-based science learning. Paper presented at the International Conference on Computers in Education (ICCE2012), Singapore.
Hubert‐Wallander, B., Green, C. S., & Bavelier, D. (2011). Stretching the limits of visual attention: the case of action video games. Wiley interdisciplinary reviews: cognitive science, 2(2), 222-230.
Hwang, G., Yang, L., & Wang, S. (2013). A concept map-embedded educational computer game for improving students’ learning performance in natural science courses. Computers and Education, 69, 121–130.
Jacob, R. J., & Karn, K. S. (2003). Eye tracking in human-computer interaction and usability research: Ready to deliver the promises. Mind, 2(3), 4.
Johnson, C. I., & Mayer, R. E. (2010). Applying the self-explanation principle to multimedia learning in a computer-based game-like environment. Computers in Human Behavior, 26(6), 1246-1252.
Klisch, Y., Miller, L. M., Beier, M. E., & Wang, S. (2012). Teaching the biological consequences of alcohol abuse through an online game: Impacts among secondary students. CBE-Life Sciences Education, 11(1), 94-102.
Klisch, Y., Miller, L. M., Wang, S., & Epstein, J. (2012). The impact of a science education game on students’ learning and perception of inhalants as body pollutants. Journal of Science Education and Technology, 21, 295–303.
Lai, M. L., Tsai, M. J., Yang, F. Y., Hsu, C. Y., Liu, T. C., Lee, S. W. Y., ... & Tsai, C. C. (2013). A review of using eye-tracking technology in exploring learning from 2000 to 2012. Educational Research Review, 10, 90-115.
Lester, J. C., Spires, H. A., Nietfeld, J. L., Minogue, J., Mott, B. W., & Lobene, E. V. (2014). Designing game-based learning environments for elementary science education: A narrative-centered learning perspective. Information Sciences, 264, 4–18.
Li, M.C., & Tsai, C.C. (2013). Game-based learning in science education: a review of relevant research. Journal of Science Education Technology, 22(6), 877–898.
Liu, E. Z. F., & Chen, P. K. (2014). The Effect of Game-Based Learning on Students' Learning Performance in Science Learning - A Case of "Conveyance Go". Procedia-Social and Behavioral Sciences, 103, 1044-1051.
Liversedge, S., Gilchrist, I., & Everling, S. (Eds.). (2011). The oxford handbook of eye movements.
Marino, M. T., Israel, M., Beecher, C. C., & Basham, J. D. (2013). Students’ and teachers’ perceptions ofusing videogames to enhance science instruction. Journal of Science Education and Technology, 22(5), 667–680.
Mayer, R. E., & Johnson, C. I. (2010). Adding instructional features that promote learning in a game-like environment. Journal of Educational Computing Research, 42(3), 241-265.
Mele, M. L., & Federici, S. (2012). Gaze and eye-tracking solutions for psychological research. Cognitive processing, 13(1), 261-265.
Meluso, A., Zheng, M., Spires, H., & Lester, J. C. (2012). Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning. Computers and Education, 59(2), 497-504.
Oblinger, D. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, 2004(8), 1–18.
Palincsar, A. S., & Brown, A. L. (1984). Reciprocal teaching of comprehension-fostering and comprehension-monitoring activities. Cognition and Instruction, 1, 117-175.
Prensky, M. (2001). Digital game-based learning. New York.
Prensky, M. (2007). Digital game-based learning. New York.
Rayner, K. (1998). Eye movement in reading and information processing: 20 years of research. Psychological Bulletins, 124(3), 372–422.
Rayner, K. (2009). Eye movements and attention in reading, scene perception, and visual search. The Quarterly Journal of Experimental Psychology, 62(8),1457–1506.
Sadler, T.D., Romine, W.L., Stuart, P.E., & Merle-Johnson, D. (2013). Game-based curricula in biology classes: Differential effects among varying academic levels. J. Res. Sci. Teach, 50, 479–499.
Sanders, M. S., & McCormick, E. J. (1993). Human factors in engineering and design. New York.
Sharma, P., & Hannafin, M. J. (2007). Scaffolding in technology-enhanced learning environments. Interactive Learning Environments, 15(1), 27–46.
Sung, H. Y., & Hwang, G. J. (2013). A collaborative game-based learning approach to improving students' learning performance in science courses. Computers and Education, 63, 43-51.
Tsai, F. H., Kinzer, C., Hung, K. H., Chen, C. L. A., & Hsu, I. Y. (2013). The importance and use of targeted content knowledge with scaffolding aid in educational simulation games. Interactive Learning Environments, 21(2), 116-128.
Tsai, M.-J., Hou, H.-T., Lai, M.-L., Liu, W.-Y., & Yang, F.-Y. (2012). Visual attention for solving multiple-choice science problem: An eye-tracking analysis. Computers & Education, 58, 375-385.
Tsai, M. J., Huang, L. J., Hou, H. T., Hsu, C. Y., & Chiou, G. L. (2016). Visual behavior, flow and achievement in game-based learning. Computers & Education, 98, 115-129.
Taub, M., Mudrick, N. V., Azevedo, R., Millar, G. C., Rowe, J., & Lester, J. (2016). Using multi-level modeling with eye-tracking data to predict metacognitive monitoring and self-regulated learning with crystal island. In International Conference on Intelligent Tutoring Systems, 240-246.
VanLehn, K. A., Jones, R. M., & Chi, M. T. H. (1992). A model of the self-explanation effect. Journal of the Learning Sciences, 2, 1-59.
Vygotsky, L. (1978). Mind and society: the development of higher mental processes. Cambridge, Harvard university press.
Wood, D. J., Bruner, J. S., & Ross, G. (1976). The role of tutoring in problem solving. Journal of Child Psychology and Psychiatry, 17, 89-100.