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研究生: 廖畬柔
Yu-Jou Liao
論文名稱: 基於表格式心智工具之合作式數位遊戲對自然科學習成效及感受的影響
A Collaborative Game-Based Learning Approach with a Grid-Based Mindtool to Improving Students’ Learning Performance and Learning Perceptions in a Science Course
指導教授: 黃國禎
Gwo-Jen Hwang
口試委員: 朱蕙君
賴秋琳
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: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 55
中文關鍵詞: 遊戲式學習合作學習表格式心智工具群體自我效能認知負荷
外文關鍵詞: game-based learning, collaborative learning, grid-based mindtool, group efficacy, mental load
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隨著數位科技發展的進步,過去已有許多學者嘗試將數位遊戲及線上合作學習應用於學習活動中,以增進學生的學習動機及成效。然而,自然科的概念多半較為複雜與抽象,除了導入遊戲來提昇動機之外,更需要協助學生建構科學知識。因此,本研究提出一個基於表格式心智工具的合作學習模式,並透過準實驗設計,瞭解此模式對學生在自然科學習成效與感受的影響。本研究的實驗對象為臺灣北部一所國中八年級兩個班的學生,分別為實驗組與控制組,實驗組29人,控制組26人;學習內容為八年級自然與生活科技「認識元素」單元。實驗組在數位遊戲進行過程中,透過合作表格式心智工具來完成線上學習任務;控制組在數位遊戲進行過程中,以小組合作方式完成線上學習任務。本研究使用共變數分析 (ANCOVA)來檢定兩組學習者在教學活動前後群體自我效能及學習成效的變化,研究結果發現實驗組認知負荷較高,群體自我效能較低,且兩組學生自然科學習成效無顯著差異。針對結果與預期的不同,本研究進行了分析與討論。


Researchers have pointed out the potential of educational computer games in improving students’ learning performances and learning perceptions. In this study, a collaborative game-based learning approach with a grid-based Mindtool is developed. To evaluate the effectiveness of this approach, an experiment has been conducted in a junior high school science course. The participants were two classes of eighth graders. One class with 29 students was assigned to be the experimental group, while another class with 25 students was the control group. The learning content is “knowing the elements” unit of the natural science course. The experimental results revealed that this approach increased the students’ cognitive load and decreased their group efficacy; moreover, the learning achievements of the two groups were not significantly different. Based on these findings, in-depth discussion was conducted.

摘要 I Abstract II 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 2 1.3. 名詞釋義 2 1.3.1. 遊戲式學習 3 1.3.2. 合作學習 3 1.3.3. 表格式心智工具 3 1.3.4. 群體自我效能 3 1.3.5. 認知負荷 4 第二章 文獻探討 5 2.1 數位教育遊戲 5 2.2 合作式數位遊戲 7 2.3 心智工具 8 第三章 基於表格式心智工具之合作式數位遊戲 10 第四章 研究方法 16 4.1 研究對象 16 4.2 研究流程 18 4.3 研究工具 19 4.3.1 群體自我效能問卷 19 4.3.2 認知負荷問卷 19 4.3.3 自然科學成就測驗 20 第五章 研究結果 21 5.1 群體自我效能 21 5.2 認知負荷 22 5.3 自然科學習成效 22 5.3.1 開放性問答題評分規準 23 5.3.2 比較分析題與問答題分數 25 5.4 表格式心智工具成果表現 26 第六章 結果討論 28 6.1 討論 28 6.2 研究限制 31 6.3 未來研究建議 31 參考文獻 33 附件一 群體自我效能問卷 41 附件二 認知負荷問卷 42 附件三 自然科測驗前測 43 附件四 自然科測驗後測 45

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