研究生: |
趙祈淯 Chi-Yu Chao |
---|---|
論文名稱: |
結合代數推理鷹架之運算思維模式辨識技能行動教育遊戲的設計與評估 Design and Evaluation of a Mobile Educational Game Combining Algebraic Reasoning Scaffolding for Training Pattern Recognition Skill of Computational Thinking |
指導教授: |
侯惠澤
Huei-Tse Hou |
口試委員: |
陳聖智
Sheng-Chih Chen 湯梓辰 Joni-Tzuchen 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: | 2023 |
畢業學年度: | 111 |
語文別: | 中文 |
論文頁數: | 100 |
中文關鍵詞: | 運算思維 、模式辨識 、行動教育遊戲 、代數推理 、鷹架 |
外文關鍵詞: | Computational Thinking, Pattern Recognition, Mobile Educational Game, Algebraic Reasoning, Scaffolding |
相關次數: | 點閱:421 下載:10 |
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運算思維係指運用電腦科學運作的概念,來形塑並解決生活中問題,在STEM 跨領域整合學習中更扮演學科間橋梁的角色。雖然電腦編碼雖然可以做為運算思維的學習框架,但學習者亦應透過其他形式的教學活動,來培養運算思維的底層概念,更靈活地去應用問題解決的技能。
模式辨識是運算思維中的一項重要基礎技能,因此本研究透過數學代數推理結合模式辨識,開發一款破解密碼方程式的行動教育遊戲《Guess My Rule》,並招募60 位20 歲以上的成人參與此研究,其中實驗組、控制組各30 位,以比較有無代數推理鷹架提示的受試者,在《Guess My Rule》遊戲活動的心流、活動焦慮、動機表現,並針對受試者在遊戲中的行為模式進行分析及比較。研究結果顯示,兩組的受試者在《Guess My Rule》遊戲中有良好的心流狀態及動機,且在無聊及焦慮中取得平衡。另一方面,加入代數推理鷹架的實驗組,在心流子維度知行合一,雖高於量表中位數但和量表中位數無呈現顯著關係,而在清楚的回饋向度則略低於控制組,推測學習者可能會因為使用代數推理鷹架提示,獲得的資訊增多,在心流子向度部分受到些微影響。除此之外,研究結果顯示,實驗組遊戲成就和代數推理鷹架的使用次數具顯著負相關,顯示學習成就越低的學習者,鷹架使用次數越高;遊戲成就和心流具顯著正相關,可推測代數推理鷹架的加入,有潛力使得遊戲成就和心理狀態產生關聯。另外,加入代數推理鷹架後,焦慮對心流的影響變得不顯著,推測代數推理鷹架加入,有機會緩解學習者因為焦慮而影響投入的情況。本研究亦針對受試者的遊戲行為進行分析,結果顯示,受試者在遊戲中的答題行為具一定模式,且在提示使用上具有偏好,並會連續使用提示鷹架。
Computational thinking refers to the use of computer science concepts to solve
problems in life. In recent years, computational thinking has become even more
important because of the emphasis on problem solving in STEM cross-curricular
learning. Although coding can be used as a framework for learning computational
thinking, learners should also develop computational thinking concepts through other
types of teaching activities, so that they can apply problem-solving skills more flexibly.
Pattern recognition is one of the important skills in computational thinking.
Therefore, in this study, a mobile educational game "Guess My Rule" was developed.
It combined algebraic reasoning with pattern recognition in the code equation-solving
scenario. 60 adults above age 20 were recruited to participate in this study, divided into 30 participants in the experimental group and 30 in the control group. The study was conducted to compare the flow, activity anxiety, motivation, and behavioral patterns of the participants in the "Guess My Rule" game with and without the algebraic reasoning scaffolding hints. The results of the study showed that the participants in both groups had favorable flow and motivation in this game, and achieved a balance between boredom and anxiety. Furthermore, the flow sub-dimension “action-awareness merging” in the experimental group was above the median but not significantly related to the median. Also, the flow sub-dimension “unambiguous feedback” in the experiment group was slightly lower than in the control group. Additionally, the results showed that game achievement has a correlation with the frequency of uses of scaffolding and the flow, indicating that the lower the academic achievement, the higher the frequency of uses of the algebraic reasoning scaffolding and it can be hypothesized that the addition of the algebraic reasoning scaffolding has the potential to associate game achievement with mental status. In addition, the activity anxiety has become less correlated with the flow with the addition of the algebraic reasoning scaffolding, and it was hypothesized that the addition of the algebraic reasoning scaffolding had the potential to mitigate the impact of anxiety on the engagement of learners. This study also analyzed the game behaviors of the participants, and the results showed that the participants had a certain pattern in question-answering, and they had a preference for the use of hints and would use the hint scaffolding continuously.
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