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研究生: 林譽容
Yu-Jung Lin
論文名稱: 導入概念圖引導的雙層次數位遊戲式學習模式對學習表現之影響
Effects of two-tier test digital game-based learning based on concept-mapping strategy on learning performance
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 孫之元
Jerry Chih-Yuan Sun
陳志鴻
‪Chih-Hung Chen
林奇臻
Chi-Jen Lin
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: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 77
中文關鍵詞: 概念構圖雙層次測驗數位遊戲式學習綜合活動學習領域
外文關鍵詞: concept-mapping, two-tier test, digital game-based learning, integrative activities area
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  • 本研究提出「導入概念圖引導的雙層次測驗數位遊戲式學習模式」,以雙層次測驗作為學習診斷,並且導入概念圖作為學習策略,藉此提高學生的學習表現。為瞭解學生的學習動機、學習成就、心流經驗及認知負荷情形,本研究採用準實驗設計,針對國中九年級綜合活動學習領域課程進行實驗。研究結果顯示,採用「導入概念圖引導的雙層次測驗數位遊戲式學習模式」者有助於提升其學習成就,在學習動機、心流經驗與認知負荷上與控制組比較均無顯著差異。同時,兩組在學習動機與心流經驗量表平均得分為3.0以上,認知負荷量表得分為3.0以下,顯示「導入概念圖引導的雙層次測驗數位遊戲式學習模式」不會增加學生的認知負荷,也能夠讓學生有一定程度的學習動機與心流經驗。為了更進一步瞭解實驗組學生的學習行為差異,本研究進一步分析學生在遊戲過程中的行為樣式;由分析結果發現,高成就學生能找到概念圖與學習目標的關係,低成就學生則會迷失在遊戲中,需要更多明確的協助。最後,本研究透過訪談,瞭解學生在遊戲過程中的想法及感受、學習效果、遊戲設計與建議,來探討學生在使用導入概念圖引導的雙層次測驗數位遊戲式學習過程中,影響其學習成效的可能原因,以提供未來研究的方向。


    This study explored the effects of an integrated concept mapping and two-tier test based digital gaming approach on learning performance. Using the two-tier test as a learning diagnosis and introducing concept maps as learning strategies to improve students' learning achievements. To investigate learning behavior, a quasi-experimental design was applied to conduct experiments on integrative activities in ninth grade. The results of the study show that the concept-mapping strategy on two-tier test digital game-based learning could significantly improve the students’ learning achievement. There were no significant differences in learning motivation, flow experience, and cognitive loads of the two groups. In addition, the average scores of the two groups’ learning motivation and flow experience were above 3.0, and that of their cognitive load ratings was below 3.0. It is inferred that "two-tier test digital game-based learning based on concept-mapping strategy" did not have a significant impact on the students’ cognitive load, learning motivation, and flow experience. To examine how the participants’ learning behavior patterns in the experimental group, we found the high-achieving students would search for the relationship between concept maps and learning tasks to help them complete the learning tasks; however, the low-achieving students would only lose in the game. Finally, through interviews, the students' factors affecting students’ learning performances in learning with the integrated concept mapping and two-tier test-based digital gaming approach were investigated for providing references for future research.

    摘要 I 圖目錄 V 表目錄 VI 第一章 緒論 1 1.1 研究背景與動機 1 1.2 研究目的與問題 4 1.3 名詞釋義 5 1.3.1 數位遊戲式學習 5 1.3.2 雙層次測驗 5 1.3.3 概念圖 5 1.3.4 學習動機 5 1.3.5 學習成就 6 1.3.6 認知負荷 6 1.3.7 心流經驗 6 1.3.8 序列分析 7 第二章 文獻探討 8 2.1 數位遊戲式學習 8 2.2 雙層次測驗 10 2.3 概念圖 11 2.4 心流經驗 12 2.5 認知負荷 14 第三章 系統介紹 16 3.1 開發工具 16 3.2 系統架構圖 16 3.3 遊戲設計 18 第四章 研究設計 24 4.1 研究架構 24 4.2 研究對象 25 4.3 實驗流程 25 4.4 研究工具 26 4.5 學習行為編碼 28 第五章 研究結果 29 5.1 學習動機 29 5.2 學習成就 29 5.3 認知負荷 30 5.4 心流經驗 31 5.5 學習歷程分析 31 5.6 質性訪談紀錄 37 第六章 總結 41 6.1 結論與討論 41 6.1.1 學習動機與學習成就 41 6.1.2 認知負荷 42 6.1.3 心流經驗 43 6.1.4 學習歷程分析 43 6.2 研究限制 44 6.3 研究建議 44 參考文獻 46 一、中文部分 46 二、英文部分 47 附錄一、健康飲食我最行學習成就(後測) 53 附錄二、學習動機量表 56 附錄三、認知負荷量表 57 附錄四、心流經驗量表 58 附錄五、訪談問卷 59 附錄六、雙層次測驗題目一覽表 60 附錄七、訪談紀錄 65

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