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研究生: 紀鈞翊
Jyun-Yi Ji
論文名稱: 整合情境線索與卡片遊戲編輯工具的遠距同步地理協作解題活動的設計與分析
Design and analysis of remote synchronous geographic collaborative problem-solving activities that integrate situational clues and card game editing tools
指導教授: 侯惠澤
Huei-Tse Hou
口試委員: 朱志明
Chih-Ming Chu
湯梓辰
Tzu-Chen Tang
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: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 136
中文關鍵詞: 緊急遠距教學電腦輔助協作學習遊戲式學習情境脈絡認知機制學習動機心流行為模式分析
外文關鍵詞: emergency remote teaching, computer-supported collaborative learning, game-based learning, contextual context, cognitive mechanism, learning motivation, Flow state, behavioral pattern analysis
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數位學習在地理教學上具有許多優勢,比起以往面對面的講述式課程,網際網路提供了多媒體、地理資訊等等資源。由於Covid-19的流行,更是有許多學習場域被迫轉移至遠距進行,這種無預警的轉型都為學習者帶來了壓力以及焦慮。因此,本研究希望運用遊戲式學習提升學習者的動機並降低焦慮,為了使學習者具有更完整的知識建構過程,情境脈絡與協作問題解決也被規劃進了本研究的遊戲活動中。
本研究以研究團隊開發的電腦輔助協作學習心智工具進行學習輔助,並進一步在該系統添增了可供教師編輯學習內容與鷹架之遊戲卡牌互動功能,遊戲卡牌在本研究中與地理科學習內容結合,並作為認知機制的一環呈現給學習者。本研究以將台灣北部某高中32位同學作為研究對象,以單組前後測準實驗設計探討學習者的學習成效、學習動機、心流狀態、學習焦慮以及情緒狀態。本研究結果顯示,學習者進行學習活動後,在臺灣地理知識的學習成效達到顯著進步,並發現學習者具備一定程度的正向學習動機以及心流狀態,且具備較低的焦慮,顯示學生投入於本活動當中,而且不會感到焦慮。本研究也發現學習者正向的情緒感受會與學習動機以及心流狀態有正相關,對活動具有高度動機且高度投入的學習者會感到更享受、更為自信。此外,學習者在學習活動開始前若對於活動便感到無聊,其學習成效同時也有越低的傾向。
本研究還針對學習過程的錄影影像進行編碼,進一步分析學習者間協作討論的行為模式,發現了本活動中的學習者多數行為聚焦在學習內容的討論,學習者的協作討論行為模式也顯示了一定程度的完整歷程,包含學生之間對於他人推理的贊成及反對,或是學生間彼此交互的策略規劃等等。本研究也試著了解不同遊戲成就的學習者的行為模式差異,像是高遊戲成就的學習者比較會有不同觀點的交錯討論與推理歷程,而在低成就的學生間則發現了學生彼此間缺乏同儕鼓勵的問題。因此,本研究旨在呈現分析的結果,並以本研究的發現對未來相關的研究提出教學實務的建議。


e-Learning has many advantages in geography teaching. The Internet provides more instructional materials than face-to-face learning, such as multimedia and geographic information, etc. Due to the Covid-19 pandemic, schools have been forced to move to distance learning, and this unpredictable transition has brought stress and anxiety to learners.. Therefore, this research hopes to improve learners' motivation and reduce anxiety through game-based learning. This research helps students in the process of knowledge construction through situated learning and collaborative problem-solving.
In this study, the computer-supported collaborative learning mind tool developed by the research team was used as a learning aid. Based on the mind tool, this research has developed a card-game module with content that teachers can customize. The game cards were integrated with the geography learning content in this study and presented to the learners as part of the cognitive mechanism. The participants of this study were 32 students from a high school in northern Taiwan. This study is a single-group quasi-experimental design. The purpose of this experiment is to explore learners' learning effectiveness, learning motivation, flow state, learning anxiety, and emotional state. The results show that the learners’ learning effectiveness of Taiwan’s geographic knowledge has achieved significant improvement after the learning activities. Learners show high learning motivation, high flow state, and low anxiety. This study found that learners’ positive emotions are positively correlated with learning motivation and flow state. Learners who are highly motivated and dedicated to activities will feel more enjoyment and more confidence. In addition, when learners are bored with the activity before the learning activity, their learning effectiveness would be lower.
This research also encodes the video record of the learning process and analyzes the behavior patterns of collaborative discussions among learners. It is found that the behaviors of learners in this activity focus on the discussion of learning content. The behavior patterns of learners’ collaborative discussions also show a certain degree of the complete learning process, such as approval and disapproval of other learners’ reasoning, or strategic discussion among learners, etc. This study tried to understand the differences in the behavioral patterns of learners with different game achievements. Learners with high game achievements had different perspectives of intersecting discussion and reasoning processes; Learners with low game achievements had problems with a lack of peer encouragement. This study presents the results of the analysis and proposes recommendations for future research and a guideline for instruction.

摘要 I Abstract II 致謝 IV 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 4 第貳章 文獻探討 6 第一節 課室地理教學與線上地理教學 6 第二節 遊戲式學習 9 第三節 情境式學習 12 第四節 協作式學習 13 第五節 小結 16 第参章 研究方法 18 第一節 研究設計 18 第二節 研究對象 18 第三節 研究工具 19 第四節 研究流程 38 第五節 資料蒐集及分析 38 第肆章 研究結果 40 第一節 使用線上卡牌編輯工具進行地理知識遊戲化活動之學習成效? 40 第二節 使用線上卡牌編輯工具進行地理知識遊戲化活動的學習者之ARCS動機、心流狀態以及活動焦慮為何? 41 第三節 使用線上卡牌編輯工具進行地理知識遊戲化活動的學習者,在活動開始前、活動進行中、活動結束後之動機及情緒狀態為何? 43 第四節 使用線上卡牌編輯工具進行地理知識遊戲化活動的學習者,在前測、後測、ARCS動機、心流狀態、活動焦慮以及情緒三階段有何相關關係? 45 第五節 使用線上卡牌編輯工具進行地理知識遊戲化活動後,在不同程度之前測、後測、ARCS動機、心流狀態、活動焦慮以及遊戲分數的學習者之間的差異為何? 48 第六節 使用線上卡牌編輯工具進行地理知識遊戲化活動的學習者之系統使用回饋 58 第七節 使用線上卡牌編輯工具進行地理知識遊戲化活動的學習者在協作討論中的行為模式為何? 62 第伍章 討論 87 第一節 使用線上卡牌編輯工具進行地理知識遊戲化活動是否能提升學習成績? 87 第二節 使用線上卡牌編輯工具進行地理知識遊戲化活動的學習者之ARCS動機、心流狀態以及活動焦慮 87 第三節 使用線上卡牌編輯工具進行地理知識遊戲化活動的學習者,在活動開始前、活動進行中、活動結束後之動機及情緒狀態為何? 88 第四節 使用線上卡牌編輯工具進行地理知識遊戲化活動的學習者,在前測、後測、ARCS動機、心流狀態、活動焦慮以及情緒三階段有何相關關係? 89 第五節 使用線上卡牌編輯工具進行地理知識遊戲化活動後,在不同程度之前測、後測、ARCS動機、心流狀態、活動焦慮以及遊戲分數的學習者之間的差異為何? 90 第六節 使用線上卡牌編輯工具進行地理知識遊戲化活動的學習者之系統使用回饋為何? 91 第七節 使用線上卡牌編輯工具進行地理知識遊戲化活動的學習者在協作討論中的行為模式為何? 92 第陸章 結論及建議 95 第一節 結論 95 第二節 研究限制與建議 98 參考文獻 101 附錄一:卡牌總表 112 附錄二:實驗知情同意書 117 附錄三:學習成效評量 118 附錄四、ARCS 動機量表 120 附錄五、心流問卷 122 附錄六、活動焦慮問卷 123 附錄七、動機及情緒三階段量表 124

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